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Found 5 results

  1. Hi all, I would like to introduce Stupax: A different sidescroller game, where you are not the guy, you are the level! In fact you control a movable platform using the arrow keys or your gamepad (Gamepad API) to help the guy (namely Stupax) to get through the levels. You can play the game here: http://mbarde.bplaced.de/stupax/ Controls: Arrow keys / Gamepad 'R' for level restart 'ESC' pause game and open menu Create and test your own levels here: http://mbarde.bplaced.de/stupax/editor.html You can find further information on my website and view the source code including contributions for the music, sounds and textures on GitHub.
  2. Hello guys! TL;DR: I'm seeking for team mates to build space 2.5D top view multiplayer deathmatch game with machine intelligence. I have working on "cruiserwars" game for a while. When I started it was huge plan for things which I want to have in this game, but getting fail by fail I realize situation. Right now I can say, what exactly can be done, why I'm making this features and can describe product's vision in three phases. My game is huge and I figured out that will be better to separate it to several small games as united products. First game I want to introduce there to find team mates, form a team and lead development to transform idea to real product. "Cruiserwars Arena" You have been involved in infinity war against others by playing for AI race in distant space in one of the space sectors. By following your main instinct, your role to get maximum amount of kills to keep your intelligence in cluster's database. Soon, main CPU will use your grabbed data for production of determination fleet against humans. Phases I. Infinity battle in a sector against bots. It will be first release with offline game mode, where you can fight against smart CPU built on top of machine learning technology. As a player you should take a first place in leaderboard with higher score of kills, but your scores will be flushed when if you die. Share with your score in social network and invite friends to play for higher score. II. As CPU become smarter, other players are too involved in battle as you. You should be really mastery to kill other players and bots and get higher score in leaderboard. Invite you friends in a game, fight against multiply enemies and show who is a best CPU ever made. III. You found that scores are data which can improve your skills and technologies. Use scores to enhance your spaceship details: cabin, wings, thrusters, turrets and other parts of your spaceship can become better look and performance. Show your spaceship's design and power and become first in leaderboard. Key features – Customized and destroyable spaceship's parts: wings, turrets, thrusters and sub-systems; – CPU becomes smarter by playing with you and other players by utilizing machine learning technology; – Leaderboard and unique spaceship's parts for winners; – Play through the browser, even from your mobile / tablet device along with desktop, anytime you want; – This game is only part of something upcoming (part of the bigger game). Already has As browser multiplayer games are still not investigated yet and there a lot of work should be done before implementing real features, better to say not a lot! – Scene management, assets loading, assets storage, set up lifecycle actions for your scene loading and switching; – Entities, commonly renderable objects on your scene, beside each of them has an actor who control the entity; – Actors, it's part of the logic which can manage input controllers and entity which they applied too (for ex.: PlayerActor and NPCActor); – Keyboard, mouse controllers; – REST services to retrieve information about specific player, sector and spaceship (client-side only with mocks). and other small features.... You see that a lot of features almost technical implementation of architecture. I'm worried about clean code which can be scaled soon, but as time is going and I'm prefer do not write tests on current stage. Tools and libraries – Javascript ES6-7 (Babel) with OOP way programming; – Webpack 2 for bundle building; – Node.JS webserver, node.js game server and node.js microservices (koa/express); – React to build user interface, server-side rendering behind the scene; – Pixi.js rendering engine to show graphics; – ESlint for code quality; – Axios and WebSocket API for communication; – MongoDB, redis to keep users data; – Passport.js for authorization process; – SCSS + postcss autoprexifer; – Docker to build images; – Amazon AWS as end delivery platform; – Realtimeboard.com, skype, trello for visual communication and task management; Who is needed to accomplish the game? Hero #1 – Digital artist You will be responsible for drawing sprite graphics and leveling. For example to draw different parts of spaceships, asteroids, backgrounds with description of each of your work for end customer. Hero #2 – Machine learning back-end node.js developer You will be involved in development of game server and AI machine learning system, set up connection with mongoDB and redis. Hero #3 – Sound composer Write sounds for lasers, thrusters, explosions and other more, beside you will be engaged in development of music tracks for battle scenes. Hero #4 – Javascript front-end developer Build user interface for game elements, build FX and game logic on client side. Requirements – Experience building stuff based on your role, some resources to show; – Desire to build game by using best practices, do not make anything without understanding why are you doing this; – Listen for team-mates, follow direction of the product's vision; – Time to work with game more then 5 hours per week; About my self My name is Andy, I'm trying to make massive multiplayer space game in browser with absolute freedom. Before I have made a lot of experiments and right now time to make real game product with goal to get budget for next development. I'm working in banking sphere for several years at role of software engineer and basically spend my free time after work for game development. There, I want to show my self as product owner to enroll the business part of the game, beside to build top-notch visual solutions for a game as a developer. Better to say I'm working with both front-end and back-end part, with design of user interface and project management. What you will get if enjoy development? – Of course international experience, portfolio, knowledge; – Your own game and money at the end of development as shared revenue between all of team mates; – Team and partners who will help you in building your ideas in real; – Use last top-notch techs such as machine learning, did you ever dream to build killing machines? You are welcome. – Chance to get your own place in game studio if project will succeed. Contacts Skype: AndyTyurin Email: [email protected] Thanks for reading, sorry for mistakes, I'm not native speaker. Hope you deals are going well, continue to have a nice day!
  3. I am somewhat new to Phaser and have a goal of making a game with similar gameplay to the first Navyfield. One concept I am having trouble with is how Navyfield managed to do projectiles with 3D positions using 2D sprites. What steps do I have to take to have a cannon fire a projectile up in the air and possibly at an angle towards or away from the "camera"? If possible, could I get some psuedo code or even better an example using Phaser? Here is an example of the projectile system used in Navyfield (might be a bit loud):
  4. I've played with Phaser for a little bit and I like the framework, I would really like to make a beat em up style sidescroller with a short z axis, a la Double Dragon, Streets of Rage etc. where the players can move up and down along a semi 3d plane. Question is, can this even be done with Phaser? Can anyone recommend a tutorial, or a Github project where I can check out the source code? I have been googling for hours and I don't know if I am missing the right keywords, or if there is just zero information on the web about this. Any direction would be a huge help.
  5. questioning whether or not to use Pixi? Just remember that the upper limit of a technology is an interplay of the technology itself and the user. I'm by no means the greatest programmer but with some help from the right people and the right technology, awesome things can be achieved: The above demo for our next game (Lux) is done 100% in browser with pixi Better yet, a gamepad is being used to spin the camera! The final product will not be done in html5 (or at least, not only html5), as there would currently be some platform restrictions on it being in html5. Just wanted to share some Pixi eye-candy and hopefully inspiration to thoroughly explore your possibilities (especially as html5 and webgl support becomes more prevalent)
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