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Showing results for tags 'boss fight'.
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What's up, Forums community! I'm excited to announce the launch of my new game: Starfish ROOM! Starfish ROOM is an action roguelite with pixel art graphics, a unique creation with a Japanese vibe. In the story, you control Kibo Wave, a catboy chosen to defend "the ROOM" from hordes of monsters and aliens! The gameplay loop is intense and addictive: DEFEND THE ROOM: Enter, eliminate the creatures using your sword and dynamite. POWER UP: Select cards between waves to improve your abilities. FACE THE ALIENS: Get ready to fight the bosses. REPEAT! The adventure is an eternal cycle of defense and combat. Click here to play Starfish ROOM! For those who don't know me, I'm SketBR. I've been making games here on internet since 2016 (starting at just 11 years old!). For this project, I also created the pixel art and some of the music. This is a very personal and important project to me. Thanks, everyone, and enjoy the game!
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A Space shooter game build with Phaser 3. Download it for Android: https://play.google.com/store/apps/details?id=com.kpagan.RebelWings The player controls the ship, shooting laser to enemies, launching homing missiles and fighting bosses. Each level the enemies differ, more difficult enemies are added and more difficult bosses. Each boss moves on its own unique pattern. Collect power ups like health, missiles, and bomb that kills every visible enemy to clear the stage. Fight through 16 ready levels. Collect the parts from the exploded enemy ships. Use the collected scrap as a currency to upgrade your own ship. Upgrades can be done 4 basic areas: 1. The Laser: rate of fire, damage and multiple shots 2. The missile: damage, accuracy and how many missiles your ship can carry 3. Engines: how fast can you move 4. Ship: how many hit points the ship has Check the teaser video here:
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I am working on a boss movement method. The idea is that every 8 seconds the method will be called from the create method, this may be part of the problem... The idea is that every 8 seconds the method will be called. The boss will appear from one side of the screen and exit to the other. The bosses y coord will be based on where players y coord. The issue I am running into is that when the level starts the boss starts moving before 8 seconds goes across the screen to exit and is never seen again. I am not moving the player during the test so the bird isn't going beyond the y screen parameters. The console is only logging the side once so it only seem to be getting called once. My relevant code below: // inside the create method this.blueBirds = this.add.group(); this.blueBirds.enableBody = true; this.multiBlueBirdFlight = this.game.time.events.loop(Phaser.Time.SECOND * 8, this.flyBlueBird(), this); // inside the game state flyBlueBird: function () { var blueBird = this.blueBirds.getFirstExists(); if (!blueBird) { blueBird = this.blueBirds.create(this.X_MIN, this.player.y -100, 'blueBird'); blueBird.anchor.setTo(0.5); blueBird.customParams = {}; blueBird.customParams.side = 'left' blueBird.body.allowGravity = false; blueBird.animations.add('flying', [0,1,2,3], 5, true); } if (blueBird.customParams.side == 'left') { blueBird.reset(this.X_MIN , this.player.y - 100) blueBird.body.velocity.x = 100; blueBird.body.velocity.y = -10; blueBird.customParams.side = 'right'; } else { blueBird.reset(this.X_MAX + 50, this.player.y - 100); blueBird.body.velocity.x = -100; blueBird.body.velocity.y = -10; blueBird.customParams.side = 'left'; } blueBird.play('flying') console.log(blueBird.customParam.side) }
