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I have finally launched my game Bullet Hell Reversal! It is launched at itch.io and I have spent countless of sleepless nights developing game and would mean a lot to me if you could give the game a try and rate it if you found it fun! Some small update logs are on the page if you are interested Thanks! Play the game HERE!
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Welcome to our open Alpha of space.game! We'll be constantly updating the game and will be adding new features such as online multiplayer, new game modes, accounts, friends, store, and more! Game Description Claim as much territory as you can by strategically flying your spaceship around the map. You’re invincible while inside your territory and can kill anyone entering your space. Outside of your territory, other players can hit your trail and destroy your spaceship. If you hit another player’s trail, you’ll destroy their spaceship. A head to head collision results in both spaceships being destroyed. Game Controls Turn your ship by using the arrow (▲▼►◄) or WASD keys. Reddit: https://www.reddit.com/r/spacedotgame Twitter: https://twitter.com/spacedotgame Facebook: https://www.facebook.com/spacedotgame Instagram: https://www.instagram.com/spacedotgame/
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StarMines is a space shooter inspired by old classics like Asteroids and Omega Race. You are the spaceship pilot in search of magical Bonusoids which can only be found in the endless starmine fields full of dangers. The more Bonusoids you catch, the better their magical forces make your ship. The game should be playable on mobile with touch controls and desktop with keyboard or mouse. I have even tested it with an LG OLED TV, it works ? On touch devices, there are different options for touch controls which you can choose from the top-right pause menu. The game URL: https://smtng.jpkware.com/ New version on Jan 20, 2019: - music and ship upgrade sound added, reduced overall volume - ask for player name when always when starting a new game, changing name will reset progress - automatic 5 second shield for each 4 Bonusoids collected - more info messages on ship upgrades New game play video with music, and showing the new shield: Screenshots: A couple of YouTube videos: The SM:TNG is my ancient StarMines for Java rebooted using the HTML5 and modern tools: Scala JS and Phaser CE. I think the game is complete enough for public release now, but I'll most likely continue to develop it further in the coming months. Eventually, I plan to make it open source under GPL, unless somebody buys an exclusive license with big money ? All kinds of feedback welcome, for example: Does it work well on your browser? I recommend Chrome on Android and Chrome or Edge on Windows, but it should work OK with other browsers as well. Does it maintain 60fps? You can enable the fps meter on top-left corner with this URL: https://smtng.jpkware.com/#fps What do you think about the different control options? What could be improved? Ideas for new enemies, bonuses or weapons which would fit the theme?
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Hey guys, I'm new to the forums and my purpose here is to find some mobile HTML5 games to buy specifically for "Android" devices. I am looking for someone who creates mobile web HTML 5 games; either already created, or can make simple games on the fly. The HTML5 games will need to capture user information (more will be discussed via pm). As well, games will need to have default features (ex: Automatically save the player’s progress, create a users profile, leaderboards, etc...). My project will also require a portal/hub, have a frontend and backend design (UI / UX). This is another project in itself but if you have experience with this that would be an asset (or if you can help with suggestions). I've scrolled through a few threads already and I see a lot of games for "license". I'm not interested in this and am not interested in "plugins" or "free games" as they are branded and have ads in them. So hopefully there's a few of you guys that can help me out. Please send me pm's only with all your information such as portfolio and email addresses. If you have any questions I'll be happy to discuss! Thanks for your time :). ~ WorldPeace
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- portal
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closed FrameBuffer browser warnings shown by console
paleRider posted a topic in Questions & Answers
Dear all: I'm here again with several FRAMEBUFFER errors I thought has been solved migrating to BJS 3.1. (please take a look to closed topic http://www.html5gamedevs.com/topic/35352-strange-problem-when-using-highlight-layers/) On dektop (Win10 64bit), FF Developer Edition (59.0b13 - 64-bit) shows these kind of WebGL console warnings (excerpt): Error: WebGL warning: clear: Framebuffer not complete. (status: 0x8cd6) COLOR_ATTACHMENT0 has no width or height babylon.3.1.custom.min.js:5:4633 Error: WebGL warning: clear: Framebuffer must be complete. babylon.3.1.custom.min.js:5:4633 Error: WebGL warning: drawElements: Framebuffer not complete. (status: 0x8cd6) COLOR_ATTACHMENT0 has no width or height babylon.3.1.custom.min.js:5:19516 Error: WebGL warning: drawElements: Framebuffer must be complete. babylon.3.1.custom.min.js:5:19516 Error: WebGL warning: drawElements: Active texture 0 for target 0x0de1 is 'incomplete', and will be rendered as RGBA(0,0,0,1), as per the GLES 2.0.24 $3.8.2: The dimensions of `level_base` are not all positive. Also on Win10, my Chrome browser (64.0.3282.186 - 64 bit) shows awful lines like these (excerpt again) : .Offscreen-For-WebGL-00000233101348E0]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glClear: framebuffer incomplete .Offscreen-For-WebGL-00000233101348E0]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glDrawElements: framebuffer incomplete .Offscreen-For-WebGL-00000233101348E0]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering Running Safari browser on macOSX (High Sierra) works OK. Tomorrow I'll look console outputs for WebGL warnings. Well I get all these warnings but, at least, the 3D contents are all (Win10 and High Sierra) shown as intended. The real problem comes when I load the code on Android Chrome (64.0.3282.137), as it renders black all my PBR textures, while showing the following lines through DevTools>Remote devices>Console (that is I'm debugging here mobile Chrome from desktop Chrome): [.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 2 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. 85[.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 3 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. 43[.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 1 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. 42[.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 4 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. 21[.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 5 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. main.html#page-mixer:1 WebGL: too many errors, no more errors will be reported to the console for this context. Under Safari for iOS I get my models rendered as is expected. Tomorrow I'll be able to inspect console output. As said in the thread, all my textures are power of 2 (512x512). I can't reproduce this behavior on PG, as this is a really complex development. I welcome any suggestion about how to have my code clean of warnings and, mainly, about the way to have my PBR materials not being renderered black on Android Chrome. Best regards. -
Dear people of this awesome forum: Here I am again, looking for some help. My sw development (of course with BJS) uses PBR materials (we are the greatest fans) . The case is that this is a cross-browser multi-platform project. My scene looks great on desktop: MS Windows (Firefox and Chrome / I'm not using/testing MS Explorer, Edge nor Opera) and macOSX-Safari. It also looks impressive on iOS-Safari, but fails to be so fine in Android-Chrome as my geometries are all show in black. I know this is a problem with my code, as the different PBR examples of BJS look perfect in Andorid-Chrome, but,...what a weird one. Any starting point with this? Thanks for your time.
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I am looking for someone that can build / brand an HTML 5 game that can be used on our website during Christmas. We may build several games.
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Hi guys,This will be the place where I will keep you up to date you on the latest Playniax game engine called Pyro! You can find it onitch.io Pyro is ideal for building 2D games and other interactive graphical driven applications. Pyro apps run on WINDOWS, OSX, LINUX, IOS, ANDROID and HTML5! And... It's FREE! Here is a game made with Pyro
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Hello, summer is here and so is my new HTML5 game Holiday Trouble. It's a skill based game where you try to free your float from tangled rope. Works on both mobile and desktop systems, supports different screen resolutions and lanquages. Play it online : http://www.jabadoogames.com/holiday trouble Google play store : https://play.google.com/store/apps/details?id=com.jabadoo.holidaytrouble Also try my other games at http://www.jabadoogames.com Have a nice day.
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Hi all, I've just released a new game to the world and wanted to post it here for feedback and criticism. It's called Higher or Lower, a card game where you guess if the next card in the deck will be higher or lower than the card currently on screen. I've incorporated quite a few cardbacks that the player can select to help increase time spent in the game and the artwork was created by my girlfriend. I think the art style makes the game stand out from other higher or lower card games, certainly from the ones on Google Play. Additionally, I've added sort of a status smiley face to show how well you are doing in the game, the more you get wrong the more the face requires medical attention, it's a similar idea to the Ouch Face in Doom. The game will work on both desktop and mobile devices. It's been tested in various Android devices (Nexus 6, Galaxy S2, Nexus 7) and iOS devices (iPhones 6s, iPhones 5s) and I've not noticed any errors or anything. So please enable audio (which is OFF by default), play the game and let me know how you get on! P.S. if you win or lose, click/tap on the big face for an audible...surprise
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Hi everyone, We at Plow wanted to share with you our latest HTML5 game, “Build-A-Bear Adventures.” Developed using Phaser, it is primarily a board game, with multiple mini-games sprinkled throughout, and is available on buildabear.com. YouTube Gameplay Video: https://youtu.be/MULQ09HfSR4 Direct Game Link: http://www.buildabear.com/play/content/build-a-bear-adventures.html Features: - Playable in desktop and mobile web browsers - Two game boards, with more to come - Unique characters and user-interface for each game board - Lots of animation and effects We hope everyone enjoys the game! - - Plow - www.plowgames.com
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Hello, here's my new game ready for playing. This game is also available for non-exclusive licensing. Visit Jabadoogames.com Scratch photos of famous hollywood stars and quess who they are. Answer fast and receive speed bonus. Use coins to buy more time. PLAY NOW
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Hello everyone, It's my first game done with Javascript, I've been working on it almost 3 months in my spare time. Game saves the progress with cookies. Looking forward to hear your opinions and feedback. Here is projects GitHub - https://github.com/JasperCherry/HotSteel Here is the game on my uni server - http://doc.gold.ac.uk/~kwisn001/games/HotSteel/ Some screenshots:
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- browsergame
- desktop
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http://cave2d.com/game3/ I got surface friction working in my physics engine, so I tried gravity and simple rolling controls, and I think it's pretty fun. Desktop controls: left and right arrows, and SHIFT for turbo Mobile: swipe right and left
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Hey guy, just want to share "My first online game" I've been working on it for a month, and finally, it's still not met my expectation LOL. Demo: http://blocker.jojoee.com/ Source code: https://github.com/jojoee/blocker Stack: javascript (phaser.io), node.js, socket.io Control - mouse: left / right click Control - keyboard: cursors / space Now, I got some problem about the monster The monster cannot move - in the offline mode, we can do it easily by using phaser.io for checking physics, overlap, collide - but in the online mode, I have no idea how I can move that I don't know when my monster is overlap, collide T_T Any comment / idea / suggestion will be pleased
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Hi all, I have decided to place a playable prototype desktop browser, to fire missiles with "space" rocket with "x", to canon fire and move with mouse, it's graphics programmer; if you can play it with headphones you will be better. http://diyo-games.com/demo/ Appreciate your feedback
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Hi guys, I need your help. This small page is producing a code in Firefox, Firefox ESR, Chrome on OSX each with its latest release. But it's not working as expected in Safari 9. Here is the very very reduced example: http://www.2vc.org/audio-bug/ Surprisingly it is working on jsfiddle which doesn't make it any more logical http://jsfiddle.net/pg072s2r/ I don't get any sound output in safari 9 (still under yosemite) on the first page load. But if I reload it works as expected for any successive reload. There are no external files involved. So what the heck is happening here? This currently happens in my larger project with large files I am decoding and also in this small example. Can someone confirm this? I'm looking into this for some days now and I just don't get it? What do I miss? It feels like a bug that can't be a real bug but rather is some stupid error on my site. Thanks for looking into this. Btw this is the code- easy isn't it? var AudioContext = window.AudioContext || window.webkitAudioContext;var ac = new AudioContext();var oscillator = ac.createOscillator();oscillator.frequency.value = 200;oscillator.connect(ac.destination);oscillator.start();Thanks for taking your time. Regards George
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I've been looking for information on how to control scaling and resolution of the window, asset, gui, etc. but can't seem to find exactly what I'm looking for amongst the comments/tutorials. If a game were to be released for both standalone desktop (nw.js) and ios/android then it would probably have to support a fair few resolutions and aspect ratios: 1366x768 16:9 19.1% 14'' Notebook / 15.6'' Laptop / 18.5'' monitor 1920x1080 16:9 9.4% 21.5'' monitor / 23'' monitor / 1080p TV 1280x800 8:5 8.5% 14'' Notebook 320x568 9:16 6.4% 4'' iPhone 5 1440x900 8:5 5.7% 19'' monitor 1280x1024 5:4 5.5% 19'' monitor 320x480 2:3 5.2% 3.5'' iPhone 1600x900 16:9 4.6% 20'' monitor 768x1024 3:4 4.5% 9.7'' iPad 1024x768 4:3 3.9% 15'' monitor That was 2014, I'm sure it's just as diverse in 2016. With that in mind, how the hell do you scale things accounting for those variations? Is there a way to have a resolution option (on desktop), like most desktop games? And if so how would one account for that when sizing UI/Assets/World? So far, working with: (would of used code tags but I don't think they're working, it's just all on one line. Or is it just me?) var SCREEN_WIDTH = window.innerWidth * window.devicePixelRatio; var SCREEN_HEIGHT = window.innerHeight * window.devicePixelRatio; var SCREEN_RATIO = SCREEN_WIDTH / SCREEN_HEIGHT; var SCALE_RATIO; if (SCREEN_RATIO > 1) { SCALE_RATIO = SCREEN_HEIGHT / SCREEN_WIDTH; } else { SCALE_RATIO = SCREEN_WIDTH / SCREEN_WIDTH; } var game = new Phaser.Game(SCREEN_WIDTH, SCREEN_HEIGHT, Phaser.AUTO, null, {preload: preload, create: create, update: update}); function preload() { game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; } ... grid.tileSize = 30 * SCALE_RATIO; Seems to be missing something, as positioning doesn't seem to line up. Is there something else that I should be doing other than sizing/positioning everything based aspect ratio like the grid.tileSize above? The post is based on a camera/world where everything is visible and there's no panning, like looking down at a board game, so nothing would be off screen and everything has to fit. Thanks for any help and/or tips. Kind regards, A Phaser nub.
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Hi guys! I am newbie in html5 gamedev, I would like to share with you my first desktop html5 game. Feel free to feedback and suggestions. Every rate, facebook like and twitter followers are greatly appreciate. Thanks for your support ! JustRun it's a prototype of game, which was created using HTML5 technology. Now it's avaliable to play at Kongregate.com. We apriciate every comment and rate at Kongregate.com to help future development of the game. The basics of JustRun: Our hero is stuck at the moving maze to escape you must find lever which opens a way to exit. Also, you have to find at least one gem to score points and compete with other players. There are three gems in maze, more collected means better score. Be careful there are increasing number of monsters in the maze, dead equals to 0 scored points. Time does matter for the score so be fast. Will you risk collecting all 3 gems ? PLAY Controls: ARROW KEYS - moving (hold) Z - sprint X - action key Special thanks to Rajawali and Vibrato for creating monster sprite used in the game. Visit Us Like Us Tweet Us
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Hi all, I would like to load the textures for a cubeTexture in different sizes, so that first only a small resolution is loaded and then the normal textures. like LOD I would like to use the assetsManager? var assetsManager = new BABYLON.AssetsManager(scene); var textureTask = assetsManager.addTextureTask("image task", "example/blabla.png");//?url textureTask.onSuccess = function(task) { //my skybox function elsewhere createSkybox(task.texture);// dont work console.log("cubetexture loaded"); } assetsManager.load(); //my skybox function elsewhere createSkybox("example/blabla");// fine
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- cubeTexture
- mobile
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Hey everyone! I've been working on a little app for myself that allows exporting any html5 and javascript application to a "native" desktop application. It uses node-webkit to create binaries that work on all platforms. One awesome side effect of this is that node-webkit has it's own internal server, so there's no need to have a server installed to test your application. And, by enabling the toolbar, you can debug your apps just like you would in the browser. If you'd like to test the app and give me some feedback, that would be awesome. I'm hoping this will take down a part of the barrier of setting up a server in order to use phaser. Anyways, here's the link to my project: https://github.com/jyapayne/Web2Executable There are links to precompiled binaries on the github page and you can also check out the source code to see how it works. The source is kind of ugly right now and I need to clean it up a lot, but the app works and is functional on all platforms. Let me know what you think! Cheers!
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Hello, i got a some questions, about a Phaser, i was just looking at example code, and it look like Phaser is very nice to learn,also it let you make a interesing games. To learn Phaser i need any special requiments? Ik some html,css, javascript with jquery libary. I won't call myself a medium or expert, but i got a basic of procedural and objective programing. Is that enought to learn Phaser? Also can i make a native android games using Phaser (i mean, add it to google shop and pepole can install it), can i also make a native Windows/linux Desktop app? Also i worry about learning Phaser now, because V3 gonna come soon probally, v3 don't use Pixi, so if i start learning V2 and do my project in it, over a time my project won't work on V3 + i gonna have alot of new thigns, is it worth to learn Phaser now? Also can i use Phaser for comerical ussage for free? Also do Phaser support database ?
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As a thank you to the Phaser dev community for the help and assistance offered in this forum and to celebrate Black Friday, we have 10 free copies of our Windows 10 Store Phaser Based Desktop Game, Mekaphobia on offer to the Phaser Dev community. If you'd like a copy (and have a Windows 10 PC with a decent graphics card) then please email me. I'll mail you a link which will enable you to download the game from the Store for free. This is on a first come first served basis. The game is a twin stick shooter which can be played with keyboard, keyboard and mouse and touch screen, but is best played with an Xbox gamepad. You can find out more about the game at: http://www.mekaphobia.com
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built with & Description Shiny Gauntlet is a Dungeon Hack n Slash, Bullet Hell, Rogue-Lite Adventure. Select your champion and explore the Gauntlet. Collect weapons, enchanted rings, bottle and/or consume the mysterious remains of defeated foes, all the while chasing the wily cultist who has stolen your Shiny Shard! Inspired by games such as Binding of Isaac and Legend of Zelda, Shiny Gauntlet is a game designed for players who like short play sessions of intense difficulty. Features Fight your way through a randomly generated death labyrinth!20 playable classes!60 enchanted rings!Bottle the remains of your foes and consume them later for powerups (if you're into that sort of thing).A really SHINY shard! Grab the playable demo Here The game is currently on Steam Green Light ~It would be awesome if you voted~ Contact @shinygauntlet facebook/shinyGauntlet or shoot me an email at: [email protected]
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Link : http://benjaminlouradour.github.io/ Hi everyone! I'm here to introduce my very first game, named "Saving Private Redsquare". The game: You control Redsquare, and must avoid ennemies on your way to destroy the Mad Rectangle King. There are 42 levels, among them 4 bosses. The rest of the levels are based on dodging waves of ennemies. Canvas is changing a little among the levels. The development: I have been working for almost a year, coding from time to time. To be honest, I did not plan the game at all: I wanted to learn how to use canvas and how to build games. This means that the game was made step by step, adding new way for me to play with the canvas. This is why it may be repetitive and poorly structured, but I really enjoyed doing it and I tried to make it entertaining and challenging. All development was made with native Javascript and just a bit of Jquery. All graphics are made with canvas drawing, there are no image at all. Musics were made using Soundbox. All the code is available here if you are curious. If you have any feedback, issues, advices ; just let me know! Thank you all!
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- html5
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