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Found 17 results

  1. A Man and his Pig A short adventure game in which you play as a man who lost his pig. Your task is to find the pig! Along the way, you will encounter a range of puzzles that you need to solve in order to proceed. Can you find the man's pig? Will you observe every possible ending and discover the truth? You can play the game here: https://www.kongregate.com/games/diamonax/a-man-and-his-pig I hope you like it!
  2. Hi, This is my first time posting here. I hope i'm at the right place. So hello all! It's been a long time since I worked on a game. So I'm a little rusty (ok a lot). Last year I discovered Construct 2 and I thought I could revisit my top-down-zombie-shooter-obsession with it. So I started working on this game. It's been a year now and the time I spend working on this game is getting shorter by each week. I really want to finish this game and somehow publish it somewhere. I think having some feedback would make this process easier and result in a better game. So far I'm the
  3. Hi there! I'm relatively new...ok very new to coding with phaser and I'm having a tough time finding tutorials that can help guide me through a few of the basics for what I'm looking for. I've been trying to use this tutorial: How to make a multiplayer online game with Phaser, Socket.io and Node.js And this one: How to create a multiplayer game with Phaser, Node, Socket.io and Express. However, it seems that both tutorials were made using Phaser2 and there are a few fundamental differences that don't function well using the newer code. The biggest part I'm havin
  4. Hi Been working on a top down car game for quite a while and creating my own render using 2d canvas. Looked at pixiJS and decided to update the render with that to get the benefit from webGL and perhaps other nice useful features that I don't know about yet. I create tiles in photoshop, draw the map in many layers in Tiled and then in my game I pre render all background layers and my foreground layers into 2 large canvases stored in memory which I then use to draw what the player sees based on my camera that is tracking the hero. Now that I'm switching to pixiJS I'm confused ab
  5. I would like to show you my topdown 2d multiplayer shooter. It currently uses a pretty basic placeholder map, I just suck at graphics So consider this a WIP TechDemo. I used Phaser as the engine, Primus for the socket layer, Node as a server. Behind the scenes this does entity interpolation and prediction to give a smooth ride and good experience and to keep things exciting a visibility polygon will give you the ability to hide behind cover so your enemy can't see you. But they can hear you due to positional audio if you fire your gun. Controls: Mouselook - It will ask for a lock on you
  6. Hi everyone, I just finished this little project that I call Room Walkers. You can play it here: https://room-walkers.firebaseapp.com/ In the top-left corner enter a name and click "Play!". Then a character will appear which you can control with arrow keys. When other players join you can see them and they can see you as well. There is no attacking or messaging in this game, just walking around. I used basic JavaScript Phaser with NodeJS "ws" library on the backend. Let me know what you guys think. woot.
  7. Hi, I'm trying to build a top-down 2d game. You can find the code for it here: https://github.com/JimTheMan/Room-Walkers Here is a screenshot of the game using "this.scale.scaleMode = Phaser.ScaleManager.NO_SCALE ;" The game works, but there are a few issues I'm having: 1) The "viewport" always shows an area of 10 x 10 tiles. As the player moves the camera follows him and he appears to be moving around the map. However, the viewport is always 10 x x10. Is there a way to change this, for example, to where the viewport always showed an area of 20x20 tiles? 2) When I use "NO_S
  8. Here's me giving back to the community by sharing my own knowledge and adventure in Phaser: New: Jan 9, 2017 - https://www.programmingmind.com/phaser/topdown-layers-moving-and-collision Past: https://www.programmingmind.com/phaser/fun-with-spells-using-phaser https://www.programmingmind.com/phaser/stop-particles-from-sliding-in-phaser Hope you guys enjoy!
  9. Just quickly a short story before I begin with the description for this game: This game originally started as a graduation project, after graduating we started working on a new version. Worked on this new version for 6 months and never finished it. This is a great example of an overscoped project, however, we did manage to do quite a lot and that's why I'm sharing this game nonetheless since I think that some of you might find this interesting. UPDATE: Managed to scope it down a lot. At the time of writing this there'll be an update near the end of next week. This would bring Tuludo
  10. I think I'm done with this minimal 2D maze shooter, with one enemy, two weapons (shotgun and laser), six levels, and infinitely destructible terrain. the game: cave2d.com/game2 level editor: cave2d.com/game2/edit On touch screens, the buttons are on the bottom left corner: switch weapons, and fire. Everywhere else is treated like a big trackball. Tested on iOS Safari and Android Chrome. On desktop, Z switches weapons and X fires. Arrow keys move, and you can hold "shift" for an extra speed boost. Mostly tested on Chrome, some Safari and Firefox. No idea about IE though.
  11. Hey, check out my new game "slay.one" http://slay.one/ Its a multiplayer top-down shooter with pixel art graphics. Its free and requires no registration so you can play straight away. Its still in developement, but perfectly playable. It plays a bit like classic shooters like UT or Q3, with the difference of beeing top-down instead of 1st person of course. You run around in an arena, pick up ammo and health kits and shoot enemy players. Currently there are 3 game modes: Deathmatch, Team Deathmatch and CTF and a bunch of maps for each mode. There are also abilities an
  12. Emesis

    How to do hitboxes?

    We are building a multiplayer top-down shooter deathmatch app. My team's idea is to upload all hits at a given time as x,y coordinates to an array (which is then passed to the server) and then check on each update loop to see if any enemy players were at those same coordinates. We were considering doing the traditional way (with collisions) but we're concerned about latency issues. Any insight about how to handle this? Any resources?
  13. I made a simple multiplayer top-down shooter. Please try to play and give me a feedback. https://bykanov.ru/multiwar Description. Play against other players. Shoot and kill. Let blown body of your enemies sprinkle this battlefield. Control. Use the arrows on your keyboard to move and the mouse for aiming. Click or hold left mouse button to shoot. How it works. There is phaser.js on the client side. Nodejs, nginx - on the server side. I picked socket.io as a connection mechanism.
  14. I recently got the opportunity to develop 2 separate HTML5 games in Phaser for a client training project and wanted to share the results of that here. Please keep in mind that these are intended more as fun, interactive training modules than fully fledged games and the target audience is 40-50yr old tech resellers. Each game is intended to be played through in about 10 minutes by someone who may or may not have experience with games in general. The games are intended to be played on Desktop (Though I added some hacky, last-minute touch support for Game 1: Space Evaders). Game 1: Space Evad
  15. Hello everyone, I've been working on a little something for a while now (top-down classic rpg) using phaser. For the most part it works quite well, but there is just one thing that I can't seem to get the hang of... Side-on staircases. Forward facing staircases are no problem at all, but the real challenge comes when attempting to create side on stair cases like we see in the image attached. I've made progress enough to get the player sprite to move up and down at a 45 degree angle, and 'almost' so that you aren't able to walk off the edges and only each end. But it's very tacky and feel
  16. hello, I am making a game using phaser arcade physics engine. In the game, the player is exactly the size of a tile. The player can move freely in open space. It doesn't have to stop at the center of the tile everytime. This cause a problem. It is really hard to enter a small path of exactly one tile wide, because the player will always collide with the tile even if it is off the center for a little bit. say the tile is 50px wide, the x coordinates of tiles are 0,50, ,150,200. The player wants to enter at x=100. But it is actually entering from x=99. This will cause the player to be stopped.
  17. Teun28

    Puzco

    Puzco is an addictive puzzle game where you have to think before doing something. The game starts easy and end up hard. You can play Puzco on your pc, and you can play it on mobile! Controls on desktop: WASD or the arrow buttons to move Shift to select a player. Music is from www.looperman.com by mrDMan Download: https://dl.dropboxusercontent.com/u/258450248/puzzle/index.html
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