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Showing results for tags 'impact'.
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Hello fellow game devs ?? Here is my HTML5 game “8-bit Pocket Wrestlers”, a parody of Prowrestling and Pokemons. Catch and collect pocket-wrestlers, make them fight and evolve. You will also have to solve funny (stupid) puzzles. Of course it will be funnier to you if you are into prowrestling. No copyrighted characters though, instead there are funny parodies, like Josh-Seenothing, the guy who can't see his opponents, Triple-Cylinder and his gang of D-generates bikers, B.C.-Punk the stone-age superstar, the Young-Geeks, 130 other ones, and I keep adding new ones from time to time. I actually made this game back in 2013 but never released it. It was my first RPG, and also my first pixel-art game. I made several other games, before and after this one, but never released them neither, it will be the first one that I share. Before I put it on GooglePlay I wanted feedback on it. It's pure javascript, no software or engine or library. You can play like a classic RPG with the keyboard or usb joypad or touchscreen joypad, or in 'point and click' mode. English, french and spanish languages are available. ( You can play for free and there is no ad, however you can't finish the game if you don't buy the complete version for 1.5 EUR / ~$1.77 . ) play in your web-browser or install the apk on android Please tell me what you think. Is the game too difficult or too simple ? Is the fight system too simple and boring ? Is a puzzle too difficult to solve ? How good/bad are the graphics and musics ? Is the free part too short ? Is 1.5 EUR too expensive for such a game ? And of course, please report any bug. (tell if you played online or apk, the name of your device and the version of its OS, and web-browser.)
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So I am working on my just general knowledge of how phaser works, I have only done two tutorials. But I think I have a decent grasp on it so far. But I am running into a little problem, I am trying to use the Follower object, so that I don't have to create the vec2 and attach it, but I don't seem to understand the documentation or what it means by "If this Game Object is enabled for physics then this property will contain a reference to a Physics Body." I have scoured the docs for hours. I see how to 'enable' in arcade physics but I cannot find any reference to how with impact physics. I am able to create a body object, and assign it to the game object, as well as assign the the game object to the body, but they do not move in tandem. in fact the body does not move at all. P.S. This is not the only bug, when converting from matter.js to impact.js physics my logic on pausing player movement when the dialog modal broke. but one problem at a time.. P.P.S I know its not the best code //SHIVA path3 = new Phaser.Curves.Path(550, 450); path3.lineTo(450, 450); path3.lineTo(450, 505); path3.lineTo(550, 505); path3.lineTo(550, 450); path3.lineTo(450, 450); shiva = this.add.follower(path3, 550, 450, 'shiva'); //Phaser.GameObjects.BuildGameObject(this, Phaser.GameObjects.PathFollower) //this.game.physics.enable(shiva, impact); shivaBody = this.impact.add.body(550, 450, 16, 12); //TRYING DIFFERENT WAS TO SET BODY //shivaBody.setOffset(550, 450, 16, 12); shiva.body = shivaBody; shivaBody.setGameObject(shiva); shiva.name = "shiva"; shiva.setRotation(); shiva.depth = 30; //ALT WAY TO GET NAME //shiva.name = "shiva"; shiva.setData(npc, true); shiva.setData("name", "shiva"); npcBodies[2] = shivaBody; npcs.add(shiva); shiva.startFollow({ ease: 'Linear', duration:6000, yoyo:true, repeat: -1, _delay: 200, delay: 100 }); P.P.P.S I also tried this.physics.world.enable(shiva); this.impact.world.enable(shiva); dialog_plugin.js game.js index.html city.json
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Hey everyone, I looked around for details on this but I am trying to determine the difference between the Physic types: Arcade, Impact, Matter to see what would be best for my type of game or to experiment with. I read in the Dev blogs that "Arcade" was meant for very simple physics in a game, while somewhere else I read that "Matter" was meant for debugging... I would like to know what the real differences are and which would make the most sense for a given game type. Does anyone know what the differences between the Physic types are? Thanks!!!
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Hi! I'm doing a school assignment about Phaser and I was wondering can someone explain the differences in Phaser 2 and Phaser 3 physics engines? Phaser 2 has: Arcade, P2 and Ninja physics and I know pretty much the differences in them. Phaser 3 has: Arcade, Impact, Matter and Multi physics, I guess the arcade is the same as in Phaser 2, but what about impact and matter? Can someone smarter than me explain how these work? Thank you in advance!
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Hi, I'm Cutler Cox. I am a junior in highschool who is looking for people to work with on the "Student Game Developers: Got Game?" competition by clay.io. I am a beginning coder, so I am not going to be perfect, but I work hard to be the best I can be. I'm looking for an artist, but other roles are welcome because I would like this game to be polished and well thought out. Most likely the project will be in phaser, but if I am unable to get it going on that, I'll go for impact.js because of the great available resources, and the competition gave me a free license. Once again, all help is welcome, but there is no promise of pay for anyone. If we get the game is good and we put in ads, the revenue will be split between all the collaborators. Thanks in advance!
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I have a p2 Object with the following properties this.game.physics.p2.enable(this.player, true); this.player.body.clearShapes(); this.player.body.loadPolygon('playerPolygon','player'); this.player.body.allowRotation = false; this.player.body.fixedRotation = true; this.player.body.immovable = true; this.player.body.setCollisionGroup(playerCollision); this.player.body.collides(ballCollision); this.player.body.kinematic = true; this.player.body.data.shapes[0].sensor = false; this.player.body.collideWorldBounds = true; The above object can only move along its X axis and I want to trigger push/ hit force to its impacting object on collision this.game.physics.p2.enable(this.ball); this.ball.body.setCircle(28); this.ball.body.collideWorldBounds = true; this.ball.body.allowRotation = true; this.ball.body.fixedRotation = false; this.ball.body.adjustCenterOfMass(); this.ball.body.setCollisionGroup(ballCollision); this.ball.body.collides(playerCollision); The above object is always the impacting object whose movement is controlled by gravity and impulse. I'm trying to figure out how to calculate the following:- The point of collision on the body of "this.player" The impulse to apply to the impacting object after collision to simulate a proper/ accurate deflection setting the projected angle and speed/ velocity what properties of the impacting object do I set? Force? AngularVelocity? Velocity?
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Hey, I have started a course on Impact http://ansimuz.com/site/game-design-tutorials i will update it weekly if possible and will share my experiences and knowledge i learn wile making Elliot Quest during 2 years of full-time development.
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Click here to play Super Rawr-Type Redux now! Super Rawr-Type Redux is my second game made with Impact.js. It took me a total of 90 days to make. The code is open source, and can be found here. Visit my blog to see my brief post mortem, as well as other JavaScript projects I've worked on! It may take a bit to load, as it's being served from my public Dropbox folder until I can get my Azure site up. Any and all comments and criticism are appreciated. Thanks for checking it out! I’ve spent the last 3 months working on the follow up to my previous game, Super Rawr-Type. It was a simple side scrolling 2D shmup, which I wrote in JavaScript and also ported to Windows 8. One bug prevents me from getting it into the store, and I’m not able to replicate it, so who knows if it will ever be released there. Super Rawr-Type Redux is finally finished, or at least to the point where I’m satisfied with it. It’s a single stage, vertical slice of something I’d like to potentially continue on in the future, but I have other things I’d like to pursue at the moment, such as a C++ / DirectX11 game, which I’ll begin working on with 3 friends starting November 1st. You can play the game from here. There are a few occasional bugs that I’m aware of, and others which I can’t reproduce, but I’m leaving this project “as-is” to begin work on other things. The loading time is horrendous (thanks DropBox), but until I find an alternative or faster hosting solution, it is what it is. It works in all major browsers, and although it works on several mobile browsers (Safari, for example), I haven’t implemented touch controls, so you won’t be able to move anywhere.
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- Side scroller
- shmup
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(and 1 more)
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We have hackaton in our work and this is my entry to the contest. I'll be coding this game at 5.11.2013. Tradeswoman Simulator - a 2D top-down arcade-simulation game. The main goal is to teach primary students new words for fruits and vegetables, as well as basic principles of economy (revenue vs. customer satisfaction). More info and updated content: http://p1x.in/blg/tradeswoman_simulator Do You recognize all the fruits and veggies? Do You have some nice idea/note to mention? p.s. I have the hope that after the hackaton I will make another version of the game with multiplayer. Every trader on the market played by players, customers controlled by computer.
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Hi! I just released ImpactPixi, Pixi.js renderer module for Impact game engine. http://ekelokorpi.github.io/impact-pixi/