rich Posted September 24, 2014 Share Posted September 24, 2014 Ferrero Estathe http://estatheoadventure.it Link to comment Share on other sites More sharing options...
Jirka1111 Posted October 1, 2014 Share Posted October 1, 2014 Google Play app Bouncing Owl (Appstore will be next) It's a copy of Don't touch the spikes. I would appreciate any criticism (about graphic, gameplay, if ads are visible, what device are you using and if the game is fullscreen). http://imgur.com/3oJc0GI https://play.google.com/store/apps/details?id=com.viceondice.bouncingowl By the way, why I am not allowed to post pictures? Link to comment Share on other sites More sharing options...
SuperMarco Posted October 1, 2014 Share Posted October 1, 2014 I would appreciate any criticism (about graphic, gameplay, if ads are visible, what device are you using and if the game is fullscreen). I like the gameplay, but for me the app is way to heavy for the content inside ^^ 23 Mo (yeah I'm French) is too much. Think about people with low internet connection The pause button is at a very bad place (create a header maybe with the score and pause button ?)You should replace the spike with better graphic spike it looks cheap for me. Otherwise its a very well made game, it run very nicely on my Xperia Z1 (yes its in fullscreen). Link to comment Share on other sites More sharing options...
Jirka1111 Posted October 1, 2014 Share Posted October 1, 2014 And what about sounds and ads? Do they play right in time and ads are showing in game? Thank you for review, spikes really look bad and pause button is useless. I will fix it tomorrow Link to comment Share on other sites More sharing options...
valueerror Posted October 5, 2014 Share Posted October 5, 2014 I like the gameplay, but for me the app is way to heavy for the content inside ^^ 23 Mothat's the problem with every html app isn't it? you build the app with cocoonjs or crosswalk and it adds a whole browser engine behind your game to make sure it runs well ... my game is 8mb (all assets, sounds, etc) and as crosswalk apk it's 22 mb - if i would use the systems webview (baaaaad performance) it would be 8mb Link to comment Share on other sites More sharing options...
Jirka1111 Posted October 5, 2014 Share Posted October 5, 2014 So I've made few changes. Spikes are different, pause button was removed and added new splashscreen. Link to comment Share on other sites More sharing options...
neon Posted October 7, 2014 Share Posted October 7, 2014 Just added game Drunken-Breakout made with Ceilfire-Editor, I use phaser version 2.1.1 in the editor, but could only set version to 2.0.7 Link to comment Share on other sites More sharing options...
hellovoid Posted October 9, 2014 Share Posted October 9, 2014 Just published Silicon Rush https://play.google.com/store/apps/details?id=com.danny.siliconrush ianmcgregor 1 Link to comment Share on other sites More sharing options...
BluJagu Posted October 15, 2014 Share Posted October 15, 2014 Classic Pegs (Phaser v2.0.7 "Amadicia") was released on Google, Amazon, and Windows Store back in mid-August. I also just finished building my entire site, www.blujagu.com , using Phaser to manage not only the canvas elements, but the DOM elements which overlay the canvas. I found this to be a much better method when dealing heavily with text and fonts (check out the contact form) and overall it's just been a fun way to create a web UI... or a game for that matter. Links to Classic Pegs:https://play.google.com/store/apps/details?id=com.blujagu.classicpegshttp://www.amazon.com/gp/product/B00LT12K8E/ref=mas_pm_classicpegs Link to comment Share on other sites More sharing options...
SignalSin Posted October 21, 2014 Share Posted October 21, 2014 My first game, Star Survival is more or less finished for now. There's a lot that I'd like to add or expand on in future, but maybe that'll just have to wait for the sequel . Link to comment Share on other sites More sharing options...
neon Posted October 26, 2014 Share Posted October 26, 2014 Here is a new one Space Defender . It's a space invaders style game where you get points for killed spaceshipt and lose points for missed ones. The enemies get faster every 10 or so seconds. This is a showcase for Phaser and my (in progress) Phaser-based Game-Maker. Link to comment Share on other sites More sharing options...
patmood Posted October 30, 2014 Share Posted October 30, 2014 Wobble Wockets This is my first phaser game - It was an absolute blast to make and it got a bit of love on hacker news yesterday. I was really keen to get this on iOS/Android app stores but still struggling Link to comment Share on other sites More sharing options...
cidicles Posted October 31, 2014 Share Posted October 31, 2014 So I did something kinda different with phaser and wanted to share. I used phaser to drive a site experience rather than a game. There is a pong style game in there (vectron wave) but the main experience is just some playful p2 physics stuff. I would love to know what you guys think. www.airhogs.com (click on any of the 3 vehicles in the bottom right corner) Link to comment Share on other sites More sharing options...
Mariusz Posted November 4, 2014 Share Posted November 4, 2014 I have recently finished polishing my game called 'Alien Run for the Moon!' using the latest Phaser version (2.1.3) and CocoonJS (2.1). I published the game on Google Play earlier today. Altogether the game took a good chunk of my free time to finish. I only tested the game on my Nexus 5 and it works rather well, but that's just one fairly high-end smartphone. The game itself is about an alien that's stranded on an asteroid that you're supposed to fly back to the moon by collecting crystals and avoiding obstacles such as bombs and asteroids. As a bonus, there are 26 parts of a spaceship that the player can occasionally spot and collect. I did this as I wanted to provide the feeling that there is a long term goal to playing this game. I think overall the game offers a nice experience, although I'd love any feedback. I don't even know how to market this and if it's worthy of any marketing whatsoever. You can download the game here: https://play.google.com/store/apps/details?id=uk.co.oddlogic.tothemoon Literally all feedback is welcome! Tuan 1 Link to comment Share on other sites More sharing options...
patmood Posted November 7, 2014 Share Posted November 7, 2014 @Mariusz I downloaded and rated your game It's really polished and smooth. I love seeing successfully completed games with cocoon! Did you have any issues getting the advertising banners to show? Mariusz 1 Link to comment Share on other sites More sharing options...
Mariusz Posted November 7, 2014 Share Posted November 7, 2014 @patmood Thanks! It's really inputs like yours that motivate me I was slightly worried about performance on different devices, but I haven't had any complaints so far, so that's awesome. As to the ad banners, it took me some time to set it all up properly as I hadn't done it before (mopub/admob accounts). Then at some point it seemed as if the ads stopped showing for a while, but that fixed itself soon after. Link to comment Share on other sites More sharing options...
Canardou Posted November 8, 2014 Share Posted November 8, 2014 Hey, with a friend we created a game in six weeks for a contest. It's a mix between pinball and tower defense. It's open source, not quite finished but it can be an useful example for people willing to create a game in phaser. We'd also like to have some feedback ;-) Flounce Link to comment Share on other sites More sharing options...
patmood Posted November 8, 2014 Share Posted November 8, 2014 @canardou that game is legit! I played it for about half an hour. Especially liked the ragdoll effects which I've never seen done in phaser before. Is this published on a website somewhere? I'd love to play it on my phone. You can host it on github pages by pushing your 'public' folder to 'gh-pages' branch like this https://gist.github.com/cobyism/4730490 Looking forward to reading your code a bit more Link to comment Share on other sites More sharing options...
Canardou Posted November 9, 2014 Share Posted November 9, 2014 We have an heroku server (not really up to date) : http://flounce.herokuapp.com/ For the moment the game run on a mobilephone, you can't use the paddles but it's planned in the future. Currently we are trying to improve the code which was made kind of in a hurry. I'm glad you enjoyed it ! Link to comment Share on other sites More sharing options...
bluedot Posted November 12, 2014 Share Posted November 12, 2014 Games for the Google Chromecast made with Phaser. https://play.google.com/store/apps/details?id=com.hasbro.monopolydashchromecasthttps://play.google.com/store/apps/details?id=com.hasbro.connect4quadschromecasthttps://play.google.com/store/apps/details?id=com.hasbro.simonswipechromecasthttps://play.google.com/store/apps/details?id=com.hasbro.scrabbleblitzchromecast The phone devices side was made using the Marmalade SDK, Link to comment Share on other sites More sharing options...
rich Posted November 12, 2014 Share Posted November 12, 2014 Hey bluedot - I'm not familiar with Chromecast development, but do you code the 'TV' side of it in Phaser and then the mobile app in Marmalade? (how do they communicate?) Link to comment Share on other sites More sharing options...
bluedot Posted November 12, 2014 Share Posted November 12, 2014 Hey bluedot - I'm not familiar with Chromecast development, but do you code the 'TV' side of it in Phaser and then the mobile app in Marmalade? (how do they communicate?)Hi, Google has a Cast API in Javascript on the Chromecast side and a library in either Java or Objective-C on the Android/iOS side. We use the native API on the Marmalade side in C++ to initiate, maintain and communicate with the Chromecast. The two sides send messages to each other to manage the game's state, the players send the commands to the game from the phone device side. Think of it as writing an on-line multi-players game, as the structure is very similar to one, with the phone devices acting as the controllers. RobYed 1 Link to comment Share on other sites More sharing options...
rich Posted November 12, 2014 Share Posted November 12, 2014 That's really cool! Thank you for the details (I had no idea it was even possible to be honest ) Link to comment Share on other sites More sharing options...
rich Posted November 12, 2014 Share Posted November 12, 2014 Sorry, hit "send" too soon! Was going to add that I'm just curious why you didn't use Marmalade for the Chromecast side of this too? (I'm sure the site said it exports to html5? but I've never personally tried it) Link to comment Share on other sites More sharing options...
bluedot Posted November 14, 2014 Share Posted November 14, 2014 Sorry, hit "send" too soon! Was going to add that I'm just curious why you didn't use Marmalade for the Chromecast side of this too? (I'm sure the site said it exports to html5? but I've never personally tried it) A few reasons,Chromecast isn't a deployment target for Marmalade, yet. Although there's no need really as the Chromecast app actually sits on your own web server.Web Marmalade is a PhoneGap style API to allow Web apps to access device's features and the Chromecast has no native features to access. Web Marmalade is best for mix mode apps, you can do pure HTML5 but it's not the best tool for that use case.We would still need to use something like Phaser anyway.It's easier to do it this way.I work for Marmalade. Link to comment Share on other sites More sharing options...
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