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Disclaimer: I'm a noob when it comes to games. I'm not even a gamer myself. I'm even less of a graphic designer. Audio... don't even ask me. I'm just a *nix guy that normally does *nix stuff. Hello HTML5 devs, First of all, thank you for welcoming me to those awesome forums. The past 2 weeks, totally out of curiosity, I've started to code my very first little HTML5 game, more like the very first game I've ever coded. I got inspired by "the world hardest game" (an extremely hard flash game that I love). In my game you play around with gravity to beat levels. Here are some scrots: Link to the game: http://venam.1.ai/gravity_guy/gravity_guy.html (note that the *Levels* part in the menu isn't done yet) The game is meant to be very hard. You need to grasp the idea that you are controlling gravity so that you can enjoy playing. Being the first time I code a game I wanted to learn something from the experience. Thus, I've done everything from scratch. I've used a lot of my knowledge of design patterns (which turned out to be a nightmare to do in js). I've used a lot of State patterns and factory patterns mixed up with some other patterns. The game mechanism wasn't really what gave me a headache it was the graphics and sounds. Overall, I'm not very satisfied with the result. I would've liked to have better graphics and sfx. Also, the game doesn't look very smooth/juicy yet and at the moment it doesn't run very well on mobile devices. Thanks for reading.
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Hello friends! I am extremely new to the HTML5 game dev scene and I would love a little bit of extra guidance. I've tried to google my way through but it's hard to research something that you're.. not even sure what you're researching? So far I've successfully created my 2D game in Unity and now I'm trying to figure out how to get it from Unity onto a website for testing. I built it as an WebGL and tried uploading the .zip to WordPress using this plugin here. I followed the very short tutorial but I got a 404 error within my site when I attempted to test play. I assume this is because WordPress doesn't actually allow .js due to security risks (?) so I'm not really sure where to go from here. I'd highly appreciate any suggestions or resources to help me and my baby brain. I'm currently in the process of attempting another method found here. Am I even looking up the right stuff? I have no idea. I did try to look through old posts to find anything relevant with no success, please feel free to link any other threads that may be of help as well! Please let me know if I need to provide any further information, much appreciated and thank you in advance!!
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So, I am trying to make a room, lit up with some lights. I use blender v2.77a on GNU/linux, blenderexporter 4.4.4 and I am testing the result in the babylonJS sandbox online. l the walls have the same purple material, the floor has a gray material and the two boxes have a red solid material. The light is a spot light, under a certain angle, and a larger size, the light values are otherwise unchanged from default. You can see the the issue in the attached files, the babylonresult.jpg looks crazy compared to what blender "previews". The middle wall is lit on both sides, even though the light is on one side only, there are no shadows, the rightmost wall is not lit at all and the light on the floor seems constant, regardless of distance from source. Can someone please point me into a direction where I can learn of my wrongdoings? The .blend, .babylon and the log are also attached. Thank you in advance! Borut ctest.blend ctest.babylon ctest.log
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- blenderexporter
- newbie
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Hi guys, Today I want to try make some simple game with Phaser, but I stuck at the beginning. I can't set background image, also there is no tutorial or examples about basics. I have a code like this: http://jsbin.com/solerulu/5/edit And I don't have any idea why it's not working. In firebug I see background.png is loaded but nothing happends. I see black rectangle only. Could soimeone help me?
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Hello to everybody, I am new here and I want to ask you some suggestions to begin this adventure with Phaser. I have realized some games with software like Click&Create or Multimedia Fusion, and last I'm studing Stencyl. I believed to have acquired a minimum of logic in "how to program" but I don't know no computer languagge (example Javascript). Now I wonder me if to program with Phaser I must learn rally 100% Javascript. What I must learn to use Phaser? Is the learning curve short or long? What do you suggestions feel to give me to begin this adventure in the Phaser world? Thank you! PS: sorry for my english!
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I'm just starting to learn PandaJS and I need to make a drawing game, where the top section has some controls to choose the type of figure, color, etc, and the bottom section is the drawing area (I attached a quick mockup) I've implemented some interaction with Pixi Graphics to draw the figures but in this moment everything is mixed into a single section, and the drawing starts just where I click the button to choose a figure. I want to be able to click any control from the top section and then start drawing when I click the bottom section. I've tried with containers but I don't really understand them. Which is the best approach for this? I'm currently using Panda 1.13. I will provide code if necessary.
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Hi I'm a completely noob when it comes to Javascript and Phaser so I imagine my question is a pretty simple one. I've completed the 'make your first game' tutorial from the Phaser website. I wanted to have a mess about adding some extra elements to it as it suggests at the end of the tutorial. So I've successfully managed to add the 'baddie' sprite into the game and make it move right. However, for some reason it's showing all four frames of the sprite sheet rather than the ones allocated to the 'right' animation. Also I'm wanting it to move along the floor from right to left. So although I can get it to move right, I was wondering how to get it to move back to the left once it gets to the boarder of the screen and then do the same when it gets to the board of the left side of the screen. Here's my code for the animation. baddie = game.add.sprite(100, game.world.height - 95, 'baddie'); game.physics.arcade.enable(baddie); baddie.body.gravity.y = 350; baddie.body.collideWorldBounds = true; baddie.animations.add('left', [0,1], 10, true); baddie.animations.add('right', [2, 3], 10, true); // The score scoreText = game.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' }); // Our controls. cursors = game.input.keyboard.createCursorKeys(); }function update() { // Collide the player and the stars with the platforms game.physics.arcade.collide(player, platforms); game.physics.arcade.collide(baddie, platforms); game.physics.arcade.collide(stars, platforms); // Checks to see if the player overlaps with any of the stars, if he does call the collectStar function game.physics.arcade.overlap(player, stars, collectStar, null, this); // Reset the players velocity (movement) player.body.velocity.x = 0; if (cursors.left.isDown) { // Move to the left player.body.velocity.x = -150; player.animations.play('left'); } else if (cursors.right.isDown) { // Move to the right player.body.velocity.x = 150; player.animations.play('right'); } else { // Stand still player.animations.stop(); player.frame = 4; } // Allow the player to jump if they are touching the ground. if (cursors.up.isDown && player.body.touching.down) { player.body.velocity.y = -300; } baddie.body.velocity.x = 100; baddie.animations.play('right'); Thanks in advance.
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Hi All, TLDR: i really just want a javascript sprite rendering engine, is Phaser right for me and/or with 3.0 will i be able to just use that part of the engine? I am about half way through my first phaser game and am loving it. Because of the nature of the game, i am using very little of the engine. All I am currently using the engine for is input buttons and sprite rendering. No physics, movement, world updates etc... I am using all my own code for doing movement, collision, updates, etc.. In the current phaser version, i am starting to see some slowdown on mobile browsers. I still have some obvious optimization to do which will help but i am at a point now where i could move things around easily since basically everything is just pure javascript. The hooks are not deep into Phaser at all. I read with 3.0 we would be able to add and remove things from phaser to match what we need, is this still the plan? Would i be able to just use the Sprite Render and Button/Input parts? Is there another engine that might be better (maybe just straight PIXI). Or should i just use Canvas and make my own simple sprite management? Any advice from you guys with experience would be much appreciated.
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- deveopment
- phaser
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Hi there! Newbie to phaser. I seem to have some issues with my code. For some reason, the hitEnemy function never seems to run when my bullets (from weapon group) hit an enemy. Here's the code. I've removed parts that don't matter. I'd love if you could find out what happened and why.. and also how to fix it.
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From what i see in the debug layer, there is ALWAYS a bounding box around meshes. I assume this is the bounding box used for camera collisions against the camera.ellipsoid. My question is, If this is the case then how come ALL meshes wouldn't automatically have a 'SIMPLE' collision box WHY would you need to create a simplified mesh for collisions if every mesh automatically get a very simple bounding box. Now i use a separate simplified mesh for terrains, so i understand the collision system being impacted by the detail of the terrain mesh. I even have support (in my BabylonJS Toolkit For Unity) the Mesh Collider component so you can more easily attach a simplified mesh directly on the game object (just as you would in unity) and it works great... I simply take the 'Simplied Mesh' and enable collisions on that mesh, set its alpha to 75% and isvisible to false. I then set it as the child of the original mesh and reset its transform (because it parented in original mesh). Looks good, works great for both terrains and everyday meshes... I just don't quite understand why i would need these separate simplified meshes IF simple bounding boxes for EVERY mesh AUTOMATICALLY get created and used for collisions ??? P.S. - Even though i wrote (what i think) is an awesome Managed Scene Component API and a KICK-ASS Game Editor Toolkit (almost ready)... I am still new to some of the 3D game concepts. That is the main reason i built the toolkit... was so i can use 'Unity' as my game concept learning tool... So if i want to make some kind of racing game... Ill go find some in-depth training on making a racing game in unity (follow all the tutorials) but use my toolkit to actually implement those concepts in BabylonJS. So again... Sorry for the real newbie questions sometimes
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Hi, I'm new to Pixi.js and I'm trying to make a simple scene, in RPGMaker Style (with different tiles on the ground to draw the scene). I coded a little app that simply creates all the needed sprites, adds them to a Container (or ParticleContainer, tested both), adds the whole container to the scene, and manages a few keyboard inputs. The result is highly laggy... What am I doing wrong? I would happily look for other ways to do this but I think I'm doing what guides show, so I don't get it. Here is the code : http://pastebin.com/C9UUK8nL Thanks !
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- newbie
- performance
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I created a little library which sets up all the minimal stuff I need to create a PIXI screen and "game loop". I am heavily relying to this in each of my projects. You just need to incorporate jQuery [edit: jQuery not needed anymore in v0.3], pixi and RUNPIXI (in that order), create a div or something with a given size and an id, and then call: <script> function myloop() {} // do your looping stuff here RUNPIXI.initialize("mypixidiv", myloop); // [edit] removed jQuerys # selector. </script> ..and that's it. I think this could be usefull for everyone who is new to pixi and also for other "lazy" people. What it does now is the following: It creates the pixi screen in the given element, using the size of that element. It creates three containers to draw on, from which the middle one can be scrolled with arrow and asdw keys. (You can turn scrolling off, of course) Also it registers a resize event, which resizes the pixi context when the element resizes. You can add and apply shaders with your desired names. v0.2 enables you to capture the screen to a texture or array. Oh, I almost forgot: Here's the link, have fun with it and gimme some credit if you like it. (in text/reputation form, I don't want your money.) "Documentation" is in the readme file. https://github.com/ben0bi/RUNPIXI.js
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Hi Guys, I have been battling with this for some time now. I'm kinda newbie with phaser too. Currently I'm trying to build a football game where the player adds the ball (both are sprites) to his own sprite and moves around with it until is moment to "kick" the ball, sending it in any direction. My problem is that I can't seem to be able to release the ball once its been attached. I tried "moveToXY" or "AccellerateToXY" but nothing seems to be doing it. I also tried bypassing the collision "attach" behavior as it seems that it may be a problem but I dont think that is the problem, unless someone tells me otherwise. Here's a screenshot of the game so you can have better context . How can I release the ball from the sprite and send it on a given direction? What do you think is the problem? ... kick: function(direction, speed){ var ball = this.sprite.getChildAt(0); this.sprite.removeChildAt(0); game.physics.arcade.moveToXY(ball, direction.x, direction.y, speed); this.possession = false; }, ...
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Hi Guys, I was unable to find an answer to this on the forum, but please direct me there if I'm wrong. I'm building a football game in Phaser. I'm also a bit of a newbie. I need a way to bind the Ball sprite to the Player sprite when they collide. I looked into making them into separate groups and moving the ball to the player's group and thats all good but the ball will keep moving. What I'm looking is for the ball to become part of the player sprite so it looks like the player is carrying the ball from then on (eventually pass, strike etc..). Does this make sense? I can't find any examples that bind elements together, so I was just wondering if anybody has any ideas? Thanks! Rodders
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Hey everyone, i am new in this forum and also new to HTML5 games industry, i posting this here cause i was kinda lost in this forum and google researches, what really made me lost are articles and posts on forums which are out of dated, and things probably changed since then. i am a game developper since a while now and i have already made several cool games using game engines , which export to HTML of course after some code adjusting, and now i want to know how can i find offers or who to contact to publish my games on revenu sharing websites, or maybe even sell a non-exclusive version to some websites. i will show you guys some screenshots of my games, and tell me if my level is good enough for the market, and whats the next step i must do: Thanks for the help
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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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Hi All, I just started using PIXI a few days ago, it's a great tool and i've been having fun with it. I'm working on a little game (www.evade.mx) but it seems that with mobile browser (Chrome on android) the game simply doesn't work, before knowing PIXI, I was using Canvas without any other framework and the game ran well. I'm pretty sure there is something simple that i don't know of yet. Could you help me with some suggestions about what to check? Thanks in advance.
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I would really like to make my first game but, sadly I haven't a clue as to how to start with coding. I know a little bit about HTML5 Website coding but idk if that will apply to game coding at all. Also, seeing that it's my first game I'd also like to try not to spend any money on this project yet. About my Game: I figured that I should give some details as to what my idea for my first game is so that you guys can kinda base all advice off of that. • It's going to be a music game with a piano. • In the beginning you'll be given a chart that shows you how to read music and what notes correspond to what key on the keyboard. • There will be 10-20 levels, each level holding a different song. All songs will be moderatly easy since the player will most likely have no experience reading music. • Bars with piano music will scroll by above the piano (at a preset speed depending on the song) and as the notes go over a green (see through) bar you would have to click that key on the piano. • Perhaps there will be a badge system. •When you hit a right note a light blue music note will float up a little ways above the key you clicked and gadually disapear. Art isn't really a problem since I know how to whip up some decent pixel art. I just need to know where to start coding (once again for free if possible). Anyways, I guess my overall question is, Where should I start with coding if I know nothing about game coding and the the stuff above is what I want my game to be like. Thanks in advance PS: Here are some of the pics that may be in the game.
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- Beginner
- Help needed
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Hello guys I am a flash game developer and want to make some html 5 games for web and mobile for fun While searching for html 5 game engines I found panda.js I think this is a perfect game engine for me but I don't seem to find any tutorial aimed towards complete beginner which tells how to set up the project and how to start things. I know javascript but I don't know how to use it with this engine. Please anyone if you know about any beginner tutorial please tell me ! Please! I really like this engine ( I love pandas ) Cheers, crayonHero
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The example at the link below breaks the office iPad 4... there's an animation rotating the camera and after rotating through about 90 degrees the page freezes. http://www.babylonjs-playground.com/#L1EXZ#17 It is a cut down sample based on the standard "Environment" sample on the playground. I've put in the animation so that the user "doesn't have to do anything" to see the problem, but actually to break this on iPad4 the animation isn't needed... Take the animation out and just rotate the camera around (by dragging with your finger on the iPad) and the page freezes pretty soon just with the skybox. If you download the .zip, you'll see the jpgs used aren't that big... around 20KB ... (97KB for the 6 of them). Thank you very much for helping if you can.
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I made a test of concept demo which gave me an ok frame rate on my laptop... not sure what it is but quite acceptable ... maybe 30 f.p.s. something like that. It has 12 spheres and 102 cylinders all standard babylon meshes. When I run it on an iPad 4, it does about 1 frame per second on either Chrome or Safari. Is this expected performance on iPad? I see some webGL demos on iPad 4 that look like they have an ok framerate. Thanks very much for help.
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I'm doing this: var assets = [];var loader = new BABYLON.AssetsManager(scene);var toLoad = [ {ltype: "m", name : "lilly", src : "assets/507601_Lilly.mp3" } ]; toLoad.forEach(function(obj) { if (obj.ltype=="m") { var binaryTask = loader.addBinaryFileTask(obj.name, obj.src); binaryTask.onSuccess = function (task) { music = new BABYLON.Sound("lilly", task.data, scene, function () { // Sound has been downloaded & decoded music.setVolume(0.1); music.play(); }, { loop: true }); }}and then this: loader.onFinish = function() { // call the createScene function createScene(); // run the render loop engine.runRenderLoop(function(){ scene.render(); });}loader.load();This works fine in that the music plays, but it doesn't start until the scene has been rendered for about 2 seconds. I was trying to get the music to start first, or at the same time as the scene animation starts. Thanks for help!
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Hi Guys, I am new here and HTML apps. I want to create HTML games using phaser on my Android device. How can I do it ? Regards, Sankarshan
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I am very much new to Phaser and Game Development in general and I had a quick questions about player controls through multiple states. I recently made a small "game" that had a player walking through different levels that I created using different states. But I just copied and pasted the code for movement in the update function for each different state. I assume there is a better way to do this, maybe in a separate function somewhere, but where? Any help would be greatly appreciated.