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  1. Hey everyone! This is a demo for a little game I have just finished: "Arachnowopunk" - an infinite-runner metroidvania. Instead of having complete freedom of movement, you have to strategically use the platforms to explore in the desired direction. Any feedback or comments are greatly appreciated! You can try it here: https://e1sif.itch.io/arachnowopunk (The game was coded in Haxe using OpenFl/Haxeflixel, but then exported to various platforms, including HTML5!)
  2. Hi, I introduce myself I'm Marco Co-founder of Kevin Alf Designs, in this message I want you to see our first Moon Inc game based on HTML5. take a look or it will not take more than 5 minutes. Attached we will also leave you a demo to try the game if you are interested. In this game our mission to take a rocket to the moon with the small obstacle of not having money, in the game we start with a wooden rocket and little by little we will have to collect coins and money from investors to transform our rocket into all A spaceship capable of reaching the moon. This game is not about flying and players must maneuver and avoid airplanes, balloons and space shuttles while at the same time trying to take coins. The game tries to challenge the players to finish due to the positive psychological effect that occurs when we update the rocket, but as there are many updates the player will feel obliged to buy all the rocket updates to make him feel fulfilled. The game guarantees between 8 and 4 hours of play depending on how well the player manages the money. Controls: Up Arrow: Accelerate Right arrow: Turn right Left arrow: Turn left Esc: pause Mouse Click: to control the interface Resolution: 640x480 Available for Windows7, Linux, Mac and HTML5 and if you wish we can adapt it to android. The demo only allows you to play some games and you will have some initial money to see more or less what the game is about To be starting in the world of video game development, we will be selling licenses at a very low cost. Exclusive license $ 350 If you are interested in buying a non-exclusive license or bid for the exclusive license, please respond to this message with your offer. Demo Link:https://mega.nz/#!66YmAQQS!lTWVJPdrcCZ4WsgBu7GhmKQ7WLhqeDo4X5NTVEdZl6A Email: [email protected]
  3. Hello ! little Question. How i create the Water effect with the white foam on top? You can see the effect here: http://race.assassinscreedpirates.com/ Someone with a sample? Thanks, Terra
  4. Link: JigsawPuzzles.io - multiplayer cooperative jigsaw puzzles There are always a few ongoing public games on the homepage. Anyone can join these. If you want a more controlled experienced, signing in allows the creation of private games. You can invite friends into your private games. Tech stuff: The game is made in a hybrid of canvas and Pixi v4. The multiplayer is node.js + websockets via nengi.js. The game is only online multiplayer, even when playing alone. I'm primarily a network programmer and the whole project began as strange experiment of programming a casual puzzle game as if it were a shooter (movement prediction, lag compensation, reconciliation). I usually work on shooters. The hope was that the controls would come out feeling like the game was single player up to 500 ms of latency and 5% packet loss. The project has changed a little since then (the servers are no longer 30 tick) but the essence remains. It uses 2K and 4K images depending on the puzzle size, which is kinda fun because of how much it is possible to zoom in/out. The big puzzles are primarily aimed at desktop users, but are decent on touch tablets. Mobile isn't supported yet... but it does kinda work on some phones just by chance. We've got a few crazy modes that we're considering in the future. For now the only mode is a cooperative recreation of the table top experience. Thank you for checking out the game Here's a 1148 piece puzzle: Here's a smaller puzzle: What the catalog/setup page looks like (gotta sign in first, so that progress we can save): Social accounts for the game: https://www.facebook.com/JigsawPuzzles.io/ https://www.instagram.com/jigsawpuzzles.io/ https://twitter.com/JigsawPuzzlesIO https://www.reddit.com/r/jigsawpuzzlesio/ https://discordapp.com/invite/axT9bRw
  5. Back to the Lamps on Babylon / Open Contest! forum thread, I've commited myself to write a tutorial about my lightmap workflow. Here the demo: And here the first published version of the tutorial... but in french, for now ? https://www.nothing-is-3d.com/article25/de-blender-vers-babylonjs I will soon make available an english version, don't worry. [edit] english version is out: https://www.nothing-is-3d.com/article27/from-blender-to-babylonjs
  6. Built With Node.js (Express.js) Socket.io Parcel Demo Youtube Demo Heroku (Please wait a minute for server to wake up) See Code
  7. Hi, I created a course Babylon in French on OpenClassRooms is an online editor just as Eyrolles (for those who know) and I created this course to show how to create a game from start to finish using engine functionalities. This game, I wish also to share Babylon also because I think it can be a good source of inspiration for those who want to create RPG games. I use a lot of trees, shadows, and other collisions and result: 60 FPS. This game shows that on an island on which the character must light a fire to be saved from the island. Here the functionality used in this small game: Optimisation: Octree for collision, selection and dynamicContent WorkerCollision activated for optimized the collision LOD + instances for the forest sceneOptimizer to keep proper FPS Subdivide ground Scene: Ground + elevation + multi-material Water with reflexion and refraction Texture procedural for the fire Particle for the smoke Sprites for the clouds Lens flare for the sun Shadows Collisions and gravity Sun, skybox and lens flare Mucic for the scene (for all browser: ogg and mp3) Sound for the fire (for all browser ogg and mp3) ImportMesh to load the objects in the scene Language system with cookie (FR and EN) Extention CastorGUI Interaction: Picking for pick Key and match box Actions with condition for start fire and doors Show/hide DebugLayer with CTRL + F12 Animation player (walk, run, pick) mode RPG with ZQSD (French) or WASD (Englich) : Z or W + MAJ for run Name Game: SURVIVAL Link of game: http://www.babylon.actifgames.com/Survival/index.php Screenshot:
  8. enjoy! ⛳ http://www.babylonjs-playground.com/#8E64CV
  9. Good day folks! Im completely brand new to Babylon (3D site building in general) and have become an instant fan! Im having a few issues and would like to see if folks can help: 1. I want to have 4 boxes on my site and align 2 on the right and 2 on the left (Such as the "Fashion Show" demo on the main page), how to go about doing this? 2. I want to make my logo and place it between the boxes, any recommendations on how to make this happen? 3. Also I want to place images on the boxes and link them to another site when a person clicks them, how do an ahref in this type enviorment? 4. I would like to change the canvas to black, how to do this? Thank you for all your help? Meka
  10. Going through the 101 tutorials on the docs, I just opened the one weighted animations example and I happened to open it on my phone. https://www.babylonjs-playground.com/#IQN716 I got really poor performance considering the simplicity of the scene about ~36fps both on chrome and firefox I tried gradually removing elements from the scene, ui, weighted animations etc and I left just the imported model both lights and a basic floor. Even after that fps the scene runs at ~40fps. Then I found a really similar scene on threejs, same lighting (1 hemi, 1 directional), same model (or at least it looks the same), but it runs at butter smooth 60fps. https://www.babylonjs-playground.com/#IQN716#20 https://threejs.org/examples/webgl_loader_fbx.html Any ideas why this could be happening? Edit PS: tested on OnePlus5T
  11. This is something I put together this afternoon for my students to play with. Live demo.
  12. Hi. I think you all will enjoy this little one too. This game project is based on the Snake game tutorial published on issue #85 of the Phaser World newsletter. I've been slowly working on this one, since before the first Phaser 3 alpha releases, improving the code little by little over time, adapting it as development of Phaser 3 progressed and new features appeared. The project is available for everyone to clone, study and modify at GitHub, and can be played online here. Some screenshots: Edit (2018-07-20): updated for Phaser 3.11.0.
  13. Marooned! You must collect crystals to power your spaceship while avoiding hostile life forms. https://samme.github.io/kristal-quest/ https://github.com/samme/kristal-quest
  14. You may have notice in the Q&A part of the forum, but I've made a kind of cornell box scene, you just have to do whatever you want with it. [EDIT] last version: https://www.babylonjs-playground.com/#J5E230#40 Here an already-made scene in the playground: I think this can be useful sometimes, to easily have a bit more complex scene in the playground so as to do tests and little demos (for example, to play with probes). As I'm not a pro-coder, you will probably see some craps in my actual playground scene code, do not hesitate to enhance and correct it PS: I will later make a doc in github about the workflow for using this scene, especially in the Blender part.
  15. Check out my latest Space Shooter Demo Has html gui, multiple levels or waves, score count, hazard count, restart by keyboard or gamepad button and ENEMIES For Those who want take a look at the project details, all the code and assets... You gotta love the Unity Project Packaging. So here you go: Space Shooter Project Source
  16. Hi guys, I have an idea of a simple game that would fit great your collection of demo applications. I think it requires a very basic set of knowledge and it would benefit kids. I have a 4 year old daughter and I'd love to give her an app to learn alphabet. Having a kid exposes to the speed they learn with and their attention span. They would switch in 45 seconds. I am not sure if true alphabet learning can be made fun. At the end of the day a basic learning through repetition while tracing letter is one of the best. My daughter has an iPad, but I think it would work with other tablets. It has to work in full screen or it she will click outside of work area or will keep asking about it. It is hard to pick the size of the letter. My 3 year old would tend to use a full screen size for one letter. The 4 year old can fit 3 rows of letters on horizontal iPad if she draws with a pencil equivalent. The training app starts with the page where parent enters letter or a word and chooses the size. One way would be to size to fit N rows on the screen. Visual sizing. Then parent clicks on "Start" and we are on the practice screen, which is maximized to remove distractions and accidents of going of the screen. Trap 1: An unchecked option to provide eraser tool for the practice screen. I personally do not think eraser is always welcome as kid might enter into a perfection loop that ends in frustration. I'd rather the kid to finish his task in attention span time frame, until next time. I think it is a mistake to do that. Trap 2: Erase all button on practice screen. Hmm... Might be too risky as well. The letter is drawn in the top left corner. Then an outline of the letter is drawn on the top row. Dashed line of the letter on the 2nd raw (single dashed line as opposed to border outline). And the bottom raw is left empty. It would be nice to provide some visualization in which order to draw the letter, but that can be done by the parent as well. And that is it. Parent would need to go back to enter another letter or word. If I was to do this, I'd have very little free time and learning curve from zero. Someone who knows what he or she is doing could probably do that in less than 4 hours. It does not need to be fancy. Thank you. I would appreciate it.
  17. Hello evryone, i try to better understand collisions & mehs interactions. I found this demo on the babylon.js 101 docs: http://www.babylon.actifgames.com/moveCharacter/ https://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity Is it possible to get the source code ?
  18. Hello, i played with the car demo on playground. But im not able to apply collisions to the car. Can anyone tell what i do wrong ? Playground I added: scene.collisionsEnabled = true; // Line 6 carBody.checkCollisions = true; // Line 104 // Also to the wheels wheelFI.checkCollisions = true; // Line 96 wheelRO.checkCollisions = true; // Line 92 wheelRI.checkCollisions = true; // Line 87 wheelFO.checkCollisions = true; // Line 82 // Cubes on ground boxes.checkCollisions = true; // Line 138 But dosnt work, i dont know why.
  19. Looks like starfield demo is broken Uncaught ReferenceError: __extends is not defined at babylon.starfieldProceduralTexture.min.js:1 at BABYLON (babylon.starfieldProceduralTexture.min.js:1) at babylon.starfieldProceduralTexture.min.js:1 loaderCustoms.js:29 Uncaught TypeError: BABYLON.Engine is not a constructor at loaderCustoms.js:29
  20. Hi everyone! I uploaded a sample Phaser JS script of roulette with a hope that someone will find it useful. This Phaser JS script demonstartes a solution to show roulette that rotates and stops at a random position. Needle ticks with animation and sound as the roulette spins. The script itself could be rewritten into a really simple code and should be able to be integrate into any game at ease. You could use it for a simple game, a small lottery in your game, board games etc. (The code is totally a mess. Pardon my lousy coding manner.) https://github.com/BeFiveINFO/phaser_roulette_example Thank you for reading!
  21. Sailarg

    Demo Error

    Good afternoon, I was following the example of canvas 2d and I'm stuck with some demos that have problems (with the Babylon.js) and I came to report it. Section https://doc.babylonjs.com/tutorials/using_the_canvas2d All demos have the same fault, for example: The simplest starting point would be created a ScreenSpace Canvas2D with a "Hello World!" text, here we go: See it live in this playground - http://www.babylonjs-playground.com/#2AVSFH#35 Uncaught TypeError: e.Tools.getClassName is not a function at o.get [as modelKey] (babylon.canvas2d.min.js:4) at o.n._createModelRenderCache (babylon.canvas2d.min.js:7) at o.n._prepareRenderPre (babylon.canvas2d.min.js:6) at o.r._prepareRender (babylon.canvas2d.min.js:5) at n._prepareGroupRender (babylon.canvas2d.min.js:7) at n._updateCanvasState (babylon.canvas2d.min.js:11) at n._render (babylon.canvas2d.min.js:11) at e.callback (babylon.canvas2d.min.js:10) at e.notifyObservers (babylon.js:2) at r.render (babylon.js:10)
  22. Hi everyone, We made a simple runner demo with Phaser that works as a base for all our future projects. We are using node modules to make our development easier. We shared it on github so more people can use it and learn from it: https://github.com/Tembac/ChimangoGamesDemo You can try it here: http://chimangogames.com/games/demoRunner/index.html It works great on every device we tested but some people reported that it is running slow on Ipad mini 1gen. We don't have that platform to test so it is hard for us to know how to improve it. Can someone give us tips on how we can improve performance for this demo on that platform? Thanks!
  23. Surge Rescue Game Demo Really impressed with the Phaser engine, took me just under a week to build this: Game Here It's pretty much ready to go, just looking for some more feedback and testers to improve and polish it a little more before uploading the live version. All suggestions welcome, and any critiques, feel free to be as brutally honest as necessary. Controls: Mouse Only. Player will follow the mouse and click to use his attack. Keep your follower alive. For those that can't play it, for whatever reason, here's a short screen capture:
  24. Hi guys, this is my metaphorical platform game:online demoThank you in advance for your attention, feedback always very appreciated!!
  25. Uncaught TypeError: Cannot read property 'getProgram' of undefined at n.enableEffect (babylon.js:5) at r.t._preBind (babylon.js:17) at r.render (babylon.js:14) at t.render (babylon.js:15) at t.renderUnsorted (babylon.js:11) at t.render (babylon.js:11) at t.render (babylon.js:11) at i.renderToTarget (babylon.js:16) at i.render (babylon.js:16) at r._renderForCamera (babylon.js:13) This used to work. Tried with Chrome and FF, basically same thing. Scene loads, you get a glimpse of the character and then the magic stops.
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