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  1. In this game you will use your special costume which allows you to transform into mechanical objects (Car, Rocket, Helicopter, Magnet, Motorcycle, ...) to avoid obstacles, collect Vortex Gems in levels and defeat the Assas (The bad guys who want to destroy the world). The Multiplayer mode allows you to participate in world championships with other players. With this game you will always discover a new way to have fun! Game link: • Web (HTML5) version (Gamemonetize.com) • Android version (Google Play)
  2. Hi, I hope you are doing well! It is with joy that I share with you the game GravytX The Gravytoid! (The game should have been released 4 years earlier but due to some technical constraints it was delayed!) Trailer (Click on the image below): About the game: Play as GravytX an alien who has the ability to control objects remotely and manipulate gravity. Travel the universe to save the peoples who are under the domination of the Vodouas (Malicious beings who want to conquer the universe) and bring peace to their Planets. • Here are some surprises that await you on your travels: - Several Planets to discover - Diverse and fun levels - Gameplay mechanics unique to each Planet - Fun puzzles to solve - Multiple Bosses and Mini-bosses to challenge! - And many other things to discover (We are not going to reveal everything to you anyway!) • Note that the game supports Gamepads! Get ready to experience adventures beyond human understanding! Game link: Web (HTML 5) version Have fun and have a nice day!
  3. Hey guys, tldr: I'd love to know if any of you would be interested in a noBackend solution for turn based games. For you (as a game dev) that would mean just program 2 files for a game: client.js (all the game design) and server.js (the game logic, so that cheats are prevented) and upload them, and you would have your game online, with all the multiplayer functionality (login, invitation flow, game creation, notifications, chat) for free. These are not words in the air, most of the pieces are technically coded already. Longer version: After having spent an important time looking around, it seems that nowadays, making a multiplayer game cannot go without having to set up a backend and some kind of infra. More importantly, most games that I have seen that supposedly offer a multiplayer functionality, are actually lacking most of the important features to do so. In particular, it seems almost impossible to play with friends in any of them. And in a way, it totally makes sense: When you are an indie developer, what you're mostly interested in is designing a great game, not dealing with all the stuff that has to go around it. And the sad part is that some great games never make it online because of these barriers. I have been working on a game (adaptation of Risk) for a long time - can be found at http://plynd.com ; already mentionned in an earlier post on this forum. And as a matter of fact, all the extra stuff (what I call the beyond-the-game experience) really interests me, as I am a backend engineer originally. And all the work that I've done for Risk has no reason not to serve other people. Therefore I am turning this game into a platform, and these are the specs: - All the identity and game management flow is taken care of by the platform (think of : "you've been invited by .. to play" or "it is your turn") - The backend is provided to store your game state (think plain json) - The realtime and notification flow is for free => This would basically always set you up in a situation where n players have joined your game. Which means that, as a game developer you can just focus on 2 things: - implement all the game design within one client.js file. It is run in the browser of the user. nothing new there. - implement all the game logic that you do not want to run on the client side in server.js. This is where the game state should be updated (to react to players' events). This will run on our servers and you will have a seamless bridge to call these functions from the client.js file. This is not completely implemented yet, I am working hard to make it happen with a friend of mine. But we have technically proven all the pieces required to make it work. We are now working on making a very basic Connect-4 so people can see how it would really all work together. Note: the game would be available everywhere (iOS, Android, web) within dedicated apps (but that's HTML5, so you were expecting it right?) So (finally) comes the questions: would you see that as interesting? Would you use it? What would be your potential concerns? Aside from the technical aspect (that we are pretty confident about) do you think we are completely off somewhere? Thank you very much for reading this very long post! Laurent
  4. Hi everyone! Before anything I wasn't sure if this was the correct place to post this, please moderators move it as you consider if this should go to some other place like Projects and Demos. https://github.com/damian-pastorini/dwdgame Also, please consider that this is my first implementation ever! I've never used neither Node.js, even less Parcel, Colyseus or Phaser, my world before this first incursion in game development was all about PHP and Magento, so that should give you an idea from where I'm coming. This quite awful but working example took me 75hs, including the time I've used for research and for decide which platform use for the server and the client. After all the research, Node + Colyseus and Phaser 3 looked as the better start point since I was familiar with JS and HTML of course but had zero knowledge about Unity (the other option I would like to use), but I've prefered make the learn curve not so slow. So.... This is a really simple base MMORPG game created based on the Colyseus samples: https://github.com/gamestdio/colyseus-examples And on the Phaser 3 implementation from Jacky Rusly: https://github.com/jackyrusly/jrgame As you will see I've considerable modified how the jrgame was interacting with Socket.io in order to make it works as how the Colyseus example was working, I've thought that was the better way to do it (follow up on server ready samples and break apart the client sorry Jacky!) The game basics are login through DB, loader, scene change, players sync, but nothing like chat, items, or attacks was implemented here (so far). Here's the link to the repo: https://github.com/damian-pastorini/dwdgame Please feel free to create any tickets or pull requests for questions, fixes or improvements, I would love to get good feedback! I don't have a public link to show it yet but I'm planning to create a dev server soon (for now you will need to install it and run it to see it), at the end it will look like: https://jrgame.herokuapp.com But you will see the login screen first which in the server side will connect to the DB and all the players sync was done with Colyseus. I saw comments from people looking for Colyseus integrated with a DB engine (in this case I've chosen MySQL), so at least that part should be useful. I really hope this help more than one person, maybe someone like me who would love to get this as starting point. Best, Damian Reply
  5. Available now at: https://nekozuki.itch.io/lotus-crusade or https://gamejolt.com/games/lotuscrusade/630209
  6. We are currently building our games platform and we're looking for quick, bite-sized games to add to our growing list of open-source titles. If anyone's interested, feel free to drop us an e-mail at [email protected] with your HTML5 game portfolio and we'd be happy to discuss. Thanks
  7. A short game with 4 different game modes developed in Construct 3 You can play from mobile or desktop. I made all the graphic art by myself using Blender 2.79. Also, I received a complaint from a user that says that the game doesn't start (he tried the game from mobile) If anybody has any similar issue, please let me know! Hope you'll enjoy it! Canjump Game Link
  8. https://apollinaria-felix.itch.io/climbing-on-the-trees An interesting mix of the endless runner with the jumper. Control your character with the keyboard, and try not to fall down, by using the cloud platforms, branches, or by clinging to a tree on the left. Be careful - some of branches are begin falling, after you step on them. The cloud platforms are moving, but they stay on the screen. Along the way, collect coins and also the milk, which is needed to restore health, since there are many enemies on these money trees. ? If you have lost full four hearts or fall below the screen, game will be end.
  9. Dokia Dokia is a challenging platformer in which you have to change the direction of gravity in order to proceed. This game contains 4 worlds with 10 levels each! Try to reach the hole in all of them. It may be hard, but it is worth it! It may take a while to get used to the way the gravity-switching works, but that is part of the game. You can play the game here: https://www.kongregate.com/games/Diamonax/dokia I hope you like it!
  10. Running Round Running Round is an epic, colorful and challenging platformer in which you run in circles while trying to avoid the obstacles along the way. The game contains 3 levels for you to complete. Can you reach the end in each of them? You can play the game here: https://www.kongregate.com/games/diamonax/running-round I hope you guys enjoy it!
  11. Hi, I have this basic platform game and I would like the hero to jump through the platforms, from underneath to the top of the platform, but I´m not being able to do that and the head of the hero collides with the bottom of the platform even when I set the collideDown of that tile (actually, to all the tiles of that layer) to false. What am I missing? this.platformsLayer = this.map.createLayer("platforms") this.map.setCollisionBetween(1,50, true, "platforms") var tilesArray = this.platformsLayer.getTiles(0,0,this.game.world.width, this.game.world.height) for(var i=0;i<tilesArray.length;i++){ tilesArray[i].collideDown=false tilesArray[i].setCollision(true, true, true, false) console.log("All set to false") }
  12. Hello everyone, this first post here I hope you like it This is a bit of how my game is getting. I wait until the end of the year to complete it. It was built with Phaser 2.6 currently being used Phaser 2.10 will be ported to android using Cordova + Crosswalk will soon put it running on mobile. https://youtu.be/VepJt6wSJKo Thanks For Watching
  13. Hi All! Intro As a front-end developer it was a MUST to create an online HTML5 game for our wedding website I've recently discovered Phaser and I was amazed by the things you can achive with it. The Phaser community is just awesome, I've got a lot of help from forums, examples and tutorials I've found during the development. I would like to give something back to the community. That's one of the reasons I've published the source code of the game. The game Wedding Run is an endless 2D platform game. You can play either with the groom or with the bride. The long as you will survive the more points you can achieve. Killing bunnies and collecting coins can raise your score! Have phun! Try it Try it online at http://www.zsondre.hu/wd/ Check out the source code at https://github.com/aendre/wedding-run
  14. Hi guys, my game was working fine, fluently, etc and I was expanding it. It's platform, where a lot of bullets are flying, also many spikes hang from the upper platforms. Now, when I add more spikes and more bullets, when the turrets shot them, the game drastically slows. Is too many object there? And what can I do to make it faster again? Creating spikes: function create_spikes ( x , y , number, angle, vertical) { for (i=0; i < number; ++k, i++) { if ( vertical != 'yes' ) { spikes[k] = game.add.sprite((x+i)*16, y*16, 'kolec'); } else spikes[k] = game.add.sprite(x*16, (y+i)*16, 'kolec'); game.physics.enable(spikes[k], Phaser.Physics.ARCADE); spikes.enableBody = true; if ( angle==180 ) spikes[k].body.setSize(12, 8, -14, -16); else spikes[k].body.setSize(12, 8, 4, 8); spikes[k].body.allowGravity = false; spikes[k].angle=angle; } } //ENEMY BULLETS ebullets = game.add.group(); ebullets.enableBody = true; ebullets.physicsBodyType = Phaser.Physics.ARCADE; game.physics.enable(ebullets, Phaser.Physics.ARCADE); ebullets.createMultiple(50, 'enemy_bullet'); ebullets.setAll('checkWorldBounds', true); ebullets.setAll('outOfBoundsKill', true); //ENEMY SHOOTING function enemy_shooting (enemy,type,direction) { if ( type == 'mortar' && enemy.alive==true) { nextFire = game.time.now + fireRate; var ebullet = ebullets.getFirstDead(); ebullet.reset(enemy.body.x-20, enemy.body.y-20); ebullet.body.velocity.y=-200; if ( player.body.x <= enemy.body.x ) ebullet.body.velocity.x=-200; else ebullet.body.velocity.x=200; }
  15. Hi, I present you my game made in Phaser, here u are: redplanetgame.prv.pl I've finished it 3 months ago. It's a platform game, to collect all goals and kill enemies. When I was creating it, it worked fine, I mean, on full fps, but when I reach the end it drastically slowed down. I started few topic about this problem. I think, it's too many bullets or sth.(or my weird structure of code). When u inspect the browser, on bottom u can see all of my phaser code I've used. It's this: <script type="text/javascript" src="functions.js"></script> <script type="text/javascript" src="create.js"></script> <script type="text/javascript" src="update.js"></script> <script type="text/javascript" src="game.js"></script> <script type="text/javascript" src="jquery-3.2.1.js"></script> My question is: how to speed up whole game? Now it's seriously problematic. Another weird thing is that on many computers it works fine, on few it doesn't run completely (black screen instead of game), on other it freezes after few seconds, and in one the space+left arrow is not working xD
  16. I have recently decided to try PhaserJS. I have created a platform test. Demo: https://rawgit.com/jansensan/test-phaser-js-platformer/02-implement-cloud-platforms/src/index.html Repository: https://github.com/jansensan/test-phaser-js-platformer/tree/02-implement-cloud-platforms This seems to work well so far, however I can't seem to find documentation on how to make cloud platforms collision (a platform that the player can stand on, but can traverse from other directions). I am using Tiled as a map editor. I have created a tileset that represent the collisions. The empty tile is for pass through, the red tile os a full block and the blue tile represents cloud platforms. See a screenshot of the map editor below: How can I choose the type of collision I need per tile type or ID? I have looked into setCollisionByIndex, but the doc says it's an internal function. Also, it seems to target tile IDs on the map and not relative to what the tileset is. Could anyone provide any assistance? Thanks in advance!
  17. My last game, Faraon, created live, about 35 hours of video.Playable from any browser, smartphones, iphones, mac, pc, tablets etc...Rescue your friend through the dangerous rooms hidden in the pyramid of Pharaoh.Test your skill in this fun platform game, Are you a hero? Prove it.Funny and fast platform game.- 55 levels.- 3 different finishes.- Easy to play, one-touch control.- Many traps and enemies await you in the pyramid.- Great and original soundtrack.- Adapted for keyboard and touch screen.- Playable from any device.- Pixelated graphics. Faraon trailerPlay on Itch.IO: Faraon Itch.ioPlay on my Web: Faraon
  18. Very sorry if someone has asked this before, but I searched the internet for two days now and I have yet to find the answer to this. So, what I want to know is how can I tell the size (width, height) of the platform that a player/enemy is standing on, with platforms that are based on a tilemap/layer? Take for example this game phase example starstruck: https://phaser.io/examples/v2/games/starstruck How can I tell the size of that platform the mascot falls on first? Why do I want to know this? I want to know so that I can place enemies on the map, have them go back and worth without falling off a platform. I have seen this be done when platforms are created as a group, but not with platforms in a layer. Thank you very much for any help.
  19. Hi my new Phaser game : Serve Ramen goal: pickup order, go to other shop to pickup matching ramen and return without getting bullied dev goal: trying to make tiny tile games somewhat like early Nintendo games like Pie Factory tools: Phaser, Tiled, ASEsprite, Fruityloops(8bit peoples vst) and PShop http://www.munchiegames.com/play/serve_ramen_game
  20. Hello everyone. I am new to this forum so first of all, hello everyone! I have been working on a new local gaming platform this weekend and would like your feedback. I would be happy with technical input but also with input about the idea or what you would like to see to use this platform. The idea of this platform is that people can use their mobile phone to control the player in their game which is being displayed on a computer monitor or a television. In the current state, the project is still not stable but the basics work. I implemented up until now: two library files (xentha-server.js and xentha-client.js) which respectively represent the server and client library files, an API server which accepts API request (to register games or users) and socket connections from clients and a game socket. The API forwards data from and to the client and game socket. For example, client input to the game socket and layout definitions to be presented to the client. For now I used socket io to implement the socket connections, although I am not yet satisfied with the performance, I will see if I can replace this later on. As an example I took a game from the phaserJS examples: Invaders, and altered it a little bit to work with sockets, this still needs more work and contains singleplayer code, like: scores. Next to that, the code is not yet very well written. It still needs some improvement on the structure and redundancy of code. Current functionality Client library: - receive server commands: roomJoined, playerLeft, playerJoined - send input to server Server library (to add to your game): - Receive player input - Define client layout and send to clients (buttons, text) - createRoom, joinRoom, playerJoined, playerLeft - Receive client input - Audio Manager (play, pause) Website: - Profile - Register games. Ideas to work on Server library: - Custom achievements Website: - Lobby - Leaderboards Client -Custom HTML layout definitions All code can be found on github: https://github.com/bdekk/xentha Thank you in advance for any feedback. If you would be interested to help me improve it, let me know or create a pull request. Kind regards, Bram
  21. hello, I am searching for effective way of ladder climb for player like in old Loder Runner game for NES :). I already have only simple script in Update function, if the player overlaps 2 hidden objects on both sides of the ladder he gains the ability to climb. In fact it's hard to accurate get the player at the center point of ladder to climb it. Any Ideas ? if (playerTouchLeftLadder && playerTouchRightLadder) { console.log('overlaps ladder'); if (cursors.up.isDown) { player.body.velocity.y = -75; playerGravity = 0; player.frame = 9; onLadder = true; }else if (cursors.down.isDown) { player.body.velocity.y = 75; playerGravity = 0; player.frame = 9; onLadder = true; }else if (playerJumpState == false){ player.body.velocity.y = 0; } }else{ playerGravity = 500; onLadder = false; };
  22. As I am new to this forum I would like to say Hi to all at first! I just found out about this forum (after 2 years of developing HTML5 games!). Ultimate Solid is a physics platform game with some puzzle elements which requires a lot of arcade skills. Unlike the traditional platform games movement is limited to jumping only. The game has been built in Construct 2 engine with box2d physics, by two people (me - game developer and my friend who is a dedicated level designer). Before I go with some more details, let me drop a trailer to give you a better picture of the game. There's a demo available to download for PC - Windows platform on indieDB: http://www.indiedb.com/games/ultimate-solid Demo is wrapped to dektop app with NWjs, which is a default desktop wrapper for Construct 2. We are releasing this game as a desktop game, but because of many requests we recieved from people we decided to release it for mobiles later on as well. PC version is almost done and should be available within a month from now. Regarding mobile version, it's TBD. We will surely need to rebuild it a bit for mobiles. Talking about full version. We have submitted Ultimate Solid to Steam and it's currently on Greenlight. It's going really well, so we hope for getting greenlight, but the stress is real as it is our first PC game and first Greenlight campaign! Currently there are barely several new votes a day as we are no longer on the first page of Greenlight, so if you feel an irresistible temptation to vote "yes" on some greenlight project, please leave your vote on Ultimate Solid Here's the Greenlight link: http://steamcommunity.com/sharedfiles/filedetails/?id=759087797 If there's anything you think could be done the other way or simply have any suggestions, please leave your feedback. The game is almost done but we are still polishing some parts. If you like the project and would like to stay updated, here are some links related to the project: Website: http://www.ultimatesolidgame.com Twitter: https://twitter.com/ultimate_solid Facebook: https://www.facebook.com/usolid And again, greenlight votes are very much appreciated as we have no funds for promotion at all so we rely at 100% on the community. Thanks! Don't forget to try out the demo! I promise that the gameplay is much more fun than it looks on the trailer! (we hear that all the time really haha)
  23. PIX HOP Hop, Bounce, Fall and Hop again ! Pix hop, simple endless platform game. You control a bouncy white square collecting coins and avoiding lovely colored enemies. [ Available on: GameJolt, itch.io , Newgrounds] Game supports GameJolt API , Don't forget to log in [ press G in Menu] with your Game Jolt account to Submit yourHighscore and achieve trophies [ Guests are allowed to submit scores make sure to change your name [press N in Menu ] Use Left and Right Arrows to Move [ Keyboard ] Use Left-Click Mouse to move [Mouse] Use Left and Right Arrows to Move [ Gamepad ] (Not compatible with all browsers) Waiting your feedbacks, suggestions and have fun playing Twitter: https://twitter.com/TheRockAbdo Facebook: https://www.facebook.com/bnoogames/
  24. I have been working on a puzzle/platformer of sorts and I'm simply not sure whether to continue or not. Maybe with some feedback I can finally make up my mind. There is only 8 levels at the moment but that should be enough to get the point of the concept and overall direction of the game. There are virtual keys when you play on mobile. This is a desktop screenshot. PLAY
  25. Created a game based on machine learning. Allows people to create their own map and artificial neural network will try to learn its pattern and create map based on player's gameplay. Have Fun!https://www.youtube.com/embed/4sL2Pw1f6Ck http://touchofblood.com/ Enjoy!
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