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Showing results for tags 'ninja'.
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Available now at: https://nekozuki.itch.io/lotus-crusade or https://gamejolt.com/games/lotuscrusade/630209
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Play Ninja Clash Heroes Online Game For Free. In this game, you take command of a squad of professional heroes. Might it be a sneaky ninja Scout, a full armored samurai, a wise Buddhist monk, or a deadly sniper Geisha, you'll find a character to your liking. The action takes place in a beautiful oriental garden, but you'll have little time to witness the beauty of surroundings as the enemy is thriving to steal the Fortune Cat you side sworn to protect. Upgrade your character, earn medals, and enjoy Ninja Clash Heroes Online to the fullest! Play Now
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Hello! Our team glad to introduce you fresh baked game - Kage: Ninja's Revenge! The game is brand new and was never published before. Main features are: 1. Total cross-platform experience. Every possible resolution is OK! 2. Completely self made everything ! (music, sounds, UI, graphics, code, ideas) Gameplay features: 1. 25+ deisgned levels 2. Every type of enemy and obstacle needs different approach 2. Survival mode 3. 4 exclusive trap style tracks made by our in-house artist You better to check it out by yourself here: http://fluffyfoxgames.com/devninja/ PM me for licensing and rev share offers.
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Hi! I've got a new HTML5 Game for sale called Ninja Surudo. Check it out: Contact me to discuss on the type of license, price and other details. You can e-mail met at : [[[ jtdispagma {at) gmail (dot} com ]]] You can also PM me if you want.
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So, this is my first battle arena fighter. I made it in Construct 2, which is a HTML5 game engine. Then I ported it to Android with Intel XDK. It's a fun little game that kids seem to enjoy. I'll post some larger stuff I'm working on as well. https://play.google.com/store/apps/details?id=ca.thekidcandrive.ninjavsninjalite and http://www.thekidcandrive.ca
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- html5
- derek evers
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Hi, I am running below code, this.game.physics.startSystem(Phaser.Physics.NINJA); and, I can't seem to enable it.. above error.. What am I missing, should I import another .js file just for Ninja? Thanks,
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Hi, I have a problem with Ninja physics when I adding a group with sprite in my game. I read on this forum, that Ninja doesn't support group collision, but mayby something was changed withing the last year, because in my it work, but not that what I expected. http://codepen.io/DonWasyl/pen/BjEeBL What could be the cause this "bullet time" effect? Without group everything was ok. Can I use any trick for repair that?
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So I am using Ninja physics for the first time for a fighting game, I figured Ninja physics would be most useful for the game. But I need help, I keep getting this error: I only get the error when I include the function collideAABBVsAABB() in my update(). Honestly, I don't know why. Here is the code:
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Hello! I am totally new to both phaser and game development, but have been working with friends to build a 2D sidescroller using ninja physics. I cannot get the gamepad to work, and all the examples I see for the gamepad on the phaser site seem to be non-functional as well. We are using a custom build of phaser to include ninja physics, and all my code is here: https://github.com/sallykingston/castleDash. I can get the pad to show up, but the buttons just do nothing. I was following this example, but now I feel silly for that, since it doesn't seem to work, either: http://phaser.io/examples/v2/input/gamepad-buttons. Can anyone point me to a working example of a phaser gamepad with ninja physics, or just a general direction for getting this working? Thank you!!
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I'm currently trying to convert my p2 prototype to ninja but I have a couple of issues * ninja conversion can't parse 'object' layers * all tiles are 32x32 * my platforms need to be 12 high not 32 * some items are round 'pegs' (it's a pachinko board), .. there don't seem to be any Circle-to-Circle collisions in Ninja, but there are 4 circular quadrant-tiles.. possibly you could create 4 small tiles and shift them? or would that mess up other calculations? my platform graphics are 96x12 (well 3x 32x12) .. for p2 i just overlaid a 'collisionshapes' object layer in Tiled and converted those I can loop through the converted tiles and find the related item but what I need to do is change the tile body height.. and then there's the peg issue i'd be grateful for any suggestions. thanks
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Hi, For my platform game, I'm using ninja physic. How can I prevent my player slipping in slopes ? I want the player to stay in the middle of a slope without sliding down. Thanks !
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Hello. I was interested to hear your thoughts on the game art of an upcoming game. If you want to follow the development, check the twitter account. @gsquadronstudio
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Hello everyone! I am happy to announce the preview of the game I have been working on and it will be available to play pretty soon! Ninja Escape is a top-down maze game where you have to pass different enemies. The game will be available to play online and on Windows PC. Have a look at the video preview of the game with commentary. Online game link: http://www.newgrounds.com/portal/view/663721 If you wish to get notified for upcoming games or other projects, follow my game studio on Twitter / Facebook.
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I use the Ninja Physics library and am very happy with it. Sadly, the "touching" object won't detect collisions for non-full tiles. I use the Circle as shape for my player. Is there a function I'm missing, or is there a known workaround for this?
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Hi all, I'm looking into Ninja physics and specifically the tilemap example. I'm curious as to how the points on the map are defined, I'm assuming it's with the following line var slopeMap = { '32': 1, '77': 1, '95': 2, '36': 3, '137': 3, '140': 2 };However there's no description as to where these numbers come from, are they generated/set using Tiled and if so how should I be going about this. Also, is it possible to detect when the ball in the above example hits part of the map/tiles? What I'm wanting to do is create a game where the player is a rocket going left to right inside a cave which would be a pointy map/land above and below the player, would this be the best route for implementing such a game. Thanks, Martin
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Hi everybody ! Here is the 2nd game I made with Phaser : Candy Mirror Ninja ! The originality is that you don't see things as they are, you only see the images of them on mirrors which are the walls of the levels. You will need some time to get used to it, it's a bit special to master. Controls : Use the arrows to move the Ninja and the mouse to aim and shoot when you get the Laser. Information : The game is based on the themes of the Global Game Jam 2014 ("We don't see things as they are, we see them as we are") and the Candy Jam.It's why there is a King which protects the Candy from you. He shoots avocados (because the french for avocado is also the name for lawyer, little joke ^^) in each direction, faster if you get closer to the Candy. These avocados can kill you.Finally, you can get a Laser to shoot at the King or mirrors to make reflections. Notes : The game uses masks for the mirror images, so it requires WebGL.The game doesn't work on Internet Explorer.Firefox doesn't render well the texts.You need to activate WebGL in Safari.Chrome is the best browser for this game. >> The link of the game on itch.io : http://aurelien974.itch.io/candy-mirror-ninja << >> The source on GitHub : https://github.com/aurelien974/Candy-Mirror-Ninja << Hope you have fun even if it's a little difficult and a bit ugly ^^ Let me know what you think of it !
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hey, again i'm lost with Ninja Physics i have a map of objects which could be collected by a player gpObjs = game.add.group();game.physics.ninja.enable(gpObjs); map.createFromObjects('objs', 42, 'coin', 0, true, false, gpObjs);map.setTileIndexCallback(42, this.onHit, this);gpObjs.forEach(function(item) { game.physics.ninja.enableBody(item); item.body.immovable = true;})on the update(), i did not manage to detect overlap, it's always false var hit = game.physics.ninja.overlap (player, gpObjs, onHit, null, this);what's wrong with my code ? did i use convertTileMap() instead of createFromObjects() ? i read i can't use collisionGroup with ninja but i can use Group ?
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I don't know what to do anymore, i am using the Ninja physics system, have loaded a tilemap, am moving the player with moveLeft upon keydown, but how can i stop the movement? I tried everything, every possible method that i could think of, debugging it, but nothing stopped the darn player from happily gliding around. I assume that i don't have acces to the right body, but even after extensive debugging i can't figure out what to do! Any help would be apreciated as i am on a tight timeframe here (LD and such ) create() { //this.game.physics.startSystem(Phaser.Physics.P2JS); // Activate the Ninja physics system this.game.physics.startSystem(Phaser.Physics.NINJA); // disable gravity this.game.physics.ninja.gravity = 0; this.map = this.game.add.tilemap('testlevel'); // Load tilemap this.map.addTilesetImage('Test', 'testtiles'); // add the tile images this.layer = this.map.createLayer('Tile Layer 1'); // create layer from tilemap this.layer.resizeWorld(); // resize world to fit tilemap // create the bodies for the tiles this.ninjatiles = this.game.physics.ninja.convertTilemap(this.map, this.layer, this.slopeMap); // player this.sirwalter = this.game.add.sprite(200, 100, 'sirwalter'); // add body to player this.game.physics.ninja.enableCircle(this.sirwalter, this.sirwalter.width / 2); this.sirwalter.body.friction = 0.5; this.game.camera.follow(this.sirwalter); this.cursors = this.game.input.keyboard.createCursorKeys(); } update() { for (var i = 0; i < this.ninjatiles.length; i++) { this.sirwalter.body.circle.collideCircleVsTile(this.ninjatiles[i].tile); } if (this.cursors.left.isDown) { this.sirwalter.body.moveLeft(20); } else if (this.cursors.right.isDown) { this.sirwalter.body.moveRight(20); } else { this.sirwalter.body.shape.velocity.x = 0; this.sirwalter.body.velocity.x = 0; } if (this.cursors.up.isDown) { this.sirwalter.body.moveUp(20); } else if (this.cursors.down.isDown) { this.sirwalter.body.moveDown(20); } }
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Hi all, Apologies for what is sure to be a noob question, but I'm trying to switch from Arcade physics to Ninja physics and finding some things that I expected to work properly are not - For instance, I enable a simple AABB physics object by basket = game.add.sprite(game.world.centerX, game.world.height - 100, 'basketimage');game.physics.ninja.enableAABB(basket);..which seems to give the object physics properties and it immediately falls offscreen due to gravity. I try and adjust properties such as basket.body.drag.x = 50;basket.body.maxVelocity.x = 250;basket.body.gravity.y = 0;... to no avail. I get error messages such as "Cannot set property 'y' of undefined Does anyone know what I'm doing wrong? Am I adding/enabling a physics body incorrectly? Thanks for your assistance.
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- ninja
- ninja physics
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Hi all, new to Phaser here, loving the framework but finding the documentation kind of hard to navigate. Trying to find out how to make a 'basket' or 'bucket' object that can catch other spherical objects. I'm thinking it could be constructed of three rectangles even, the outer two at an angle. Is this possible with the Arcade Physics engine? If not, is there a better physics engine to choose? I'm not sure of the advantages and disadvantages of Ninja and P2 - does anyone have any insight that might be helpful? Thanks so much - Nick
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- physicsbucket
- basket
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Hello there! I would like to use both, the arcade and the ninja physics system in a small project. I want to use arcade because of some nice functions like "accelerateToObject" and I want to use ninja because it allows for circular bodies. I want to be able to react to the collision of objects, one using the arcade (obj1) and the other using the ninja (obj2) physics system. Using game.physics.arcade.collide(obj1, obj2,...) does not work, because the ninja body does not have a "position" property, as far as I can tell -> I get a corresponding error. Using game.physics.ninja.collide(obj1, obj2,...) does not throw an error, but does not react to collisions also. Is there a way for collision to work in this scenario? A related question: is there a way to render a ninja body? This seems only to work using debug for the arcade system...
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Excellent ninja game where you must avoid the obstacles by pressing the screen to make the ninja jump. In each ninja touch screen simulates the movement of a bird. Care to stay on the ground could fall over: D When leaving the screen you will be automatically deleted Your ninja rises as if he had doing a flappy wings Get an excellent score in this game of extreme difficulty Please leave your opinion!!! Play online now: https://dl.dropboxusercontent.com/u/247290209/Games/Ninja%20Jump/index.html or in developer site: http://paclabs.com.br/games/ninja-jump/ Play on Android now: https://play.google.com/store/apps/details?id=com.paclabs.clumsy.jump.ninja For the Android platform has a world ranking Play on Windows Phone now: http://www.windowsphone.com/s?appid=3237fee5-99f6-4c5c-8341-826c7af62d30
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so i checked the latest commits and saw that there are now 3 physics systems available and 2 more to come.. wow.. i'm a little bit overwhelmed because i just learned phaser1.1.x and it seemed so easy to understand.. now i'm unsure what to do... therefore i have some questions: 1) if i want to make a typical platformer game with slanted, round, triangle or square tiles i guess i would use ninja for the physics between my objects and the tilemap - wrong? 2) if i also love the possibilities of p2 materials and i want to apply specific material options to one of my gameworld layers? am i able to do so? combine p2 materials with a ninja tilemap collision handler? 2.2) how do i apply something to a layer.. do i really have to circle through every single tile in the tilemap somehow or can't i just say.. layer.setMaterial() ? (i hope there is/willbe a function for that) 3) if i also want very specific collisionProcessHandler (jump through from below but land on platforms for example) can i do this with ninja or do i need to apply arcade physics to this tilemap layer then? 4) if i want to shoot my enemies and need a very simple arcade collisionCallback and also a specific collisionProcesshandler (if invisible do not collide but fly through) AND i want this enemy to collide with my tilemap tiles in a ninja way.. would this be possible? so all in all one question could sum it up: 5) am i supposed to chose A single physics system or are they interoperable ? 6) which physics systems are a good idea to use together and which ones are a very bad idea? 7) is sounds like a performance drop is inevitable when using p2 and ninja and arcade alltogehther -wrong? big thx for every answer!