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Found 101 results

  1. Game developers will be able to become pioneers in the development of decentralized games for the gambling industry using DAO.Casino protocol. On September 17, 2018, DAO.Casino is opening Sandbox for developers, independent teams and game development studios that choose to harness the power of the rapidly developing DApp industry. Starting today everyone may submit their application for Sandbox on the official Sandbox page. The Sandbox project is designed by DAO.Casino developers. Participants of Sandbox will learn the basics of decentralized applications development on DAO.Casino protocol. Developers participating in Sandbox will learn to create, design and deploy decentralized games and applications on Ethereum blockchain. DAO.Casino is planning to reward most active developers for their constructive feedback on the improvement and optimization of the SDK and related documentation. The company will separately announce the details of the rewards program later this fall. “We are confident that the Sandbox project will play an important role in our collaboration with studios and independent game developers. We cannot wait to see our product helping developers unleash their creative and entrepreneurial talents and apply those to one of the most groundbreaking technologies of the XXI century. — states Ilya Tarutov, CEO, DAO.Casino. – I am sure that the products we’re developing will transform the online gambling into a fair and transparent industry for all of the involved parties: casino operators, developers, and affiliate marketers. “ “We are launching the Sandbox with the goal of enabling as many developers as possible to learn to create decentralized games. We have achieved an important milestone by starting to accept applications from developers all around the world who share our idea to make online gambling fair and transparent. With our technology, developers can take the whole gambling industry to the next level” – says Alexandra Fetisova from DAO.Casino. DAO.Casino is disrupting the online gambling industry by developing the protocol based on Ethereum blockchain technology. The protocol ensures the automation of transactions and facilitates interactions between all the industry participants: casino operators, game developers, and affiliate marketers. DAO.Casino team is fully dedicated to developing the best products and making the gambling industry a better place. View full story
  2. Game developers will be able to become pioneers in the development of decentralized games for the gambling industry using DAO.Casino protocol. On September 17, 2018, DAO.Casino is opening Sandbox for developers, independent teams and game development studios that choose to harness the power of the rapidly developing DApp industry. Starting today everyone may submit their application for Sandbox on the official Sandbox page. The Sandbox project is designed by DAO.Casino developers. Participants of Sandbox will learn the basics of decentralized applications development on DAO.Casino protocol. Developers participating in Sandbox will learn to create, design and deploy decentralized games and applications on Ethereum blockchain. DAO.Casino is planning to reward most active developers for their constructive feedback on the improvement and optimization of the SDK and related documentation. The company will separately announce the details of the rewards program later this fall. “We are confident that the Sandbox project will play an important role in our collaboration with studios and independent game developers. We cannot wait to see our product helping developers unleash their creative and entrepreneurial talents and apply those to one of the most groundbreaking technologies of the XXI century. — states Ilya Tarutov, CEO, DAO.Casino. – I am sure that the products we’re developing will transform the online gambling into a fair and transparent industry for all of the involved parties: casino operators, developers, and affiliate marketers. “ “We are launching the Sandbox with the goal of enabling as many developers as possible to learn to create decentralized games. We have achieved an important milestone by starting to accept applications from developers all around the world who share our idea to make online gambling fair and transparent. With our technology, developers can take the whole gambling industry to the next level” – says Alexandra Fetisova from DAO.Casino. DAO.Casino is disrupting the online gambling industry by developing the protocol based on Ethereum blockchain technology. The protocol ensures the automation of transactions and facilitates interactions between all the industry participants: casino operators, game developers, and affiliate marketers. DAO.Casino team is fully dedicated to developing the best products and making the gambling industry a better place.
  3. Greedy Goblin

    Into The Berg

    So here we are. I'm not a seasoned blogger, or skilled game dev or any such thing. Social media is, in my opinion, a bit of a pain, so don't be expecting regular daily updates or anything like that. They'll happen when they happen. This project (The Berg) is just my idea of fun in my spare time. I didn't want to use any fancy game engines or integrate a full-blown physics engine. The idea is to keep it retro, as simple as possible while still creating something that a) looks fairly decent and b) is fun(ish) to play. I have no idea how this is going to turn out, or if it will ever get completed but we'll all have a good old laugh at my incompetance along the way I'm sure. 😜 Anyway, so I already got part way in to building this thing and thought 'Hey, here's a really dumb idea, why not blog about it for a laugh and waste more of my precious spare time!'. Awesome! So what I have so far is a simple Node/ExpressJS/ThreeJS set up in VS Code and I've created the island geometry from a 2D texture passed into a custom vertex shader which takes a flat subdivided plane and applies a displacement to each vertex based on the appropriate UV co-ords. I want to keep a retro look and feel so this isn't some smooth terrain; it's full of lovely flat shaded triangle-y goodness. So I created a terrain height map in Gimp (with the help of an online island generator tool for the contour -> http://exupero.org/hazard/post/islands/). The real size is 2048 x 2048. I want to create something on the larger scale here! Once my Node/ThreeJS setup was up and running, I built a Terrain class (this is all in Javascript by the way) and set about loading the texture using the ThreeJS loaders and passing it through to my terrain vertex displacement shader. P.S. The terrain shader took me a while to figure out. Initially it didn't work quite as expected but eventually I got there. Essentially I pass the player position to the shader and only sample a smaller portion of the heighmap depending on what view distance I want. So I'm only ever rendering a small sub-section of the heightmap which changes as the player moves. This was easier said than done... in my head at least. In the end it looks something like this... float step = viewSize / subdivisions; vec2 pp = vec2(playerPos.x, -playerPos.z); vec2 adjPlayerPos = floor(pp / step) * step; vec2 remainderPP = pp - adjPlayerPos; float uvScale = viewSize / mapSize; vec2 uvOffset = vec2(adjPlayerPos + (mapSize / 2.) - (viewSize / 2.)) / mapSize; vec2 newUV = uvOffset + uv * uvScale; vec4 dm = texture2D(heightMap, newUV); vec3 newPos = vec3( position.x - remainderPP.x, position.y - remainderPP.y, dm.r * heightScale ); vec3 transformed = newPos; Sheesh! That looks... err... complicated, but it gives a great result....
  4. Dear community, I would like inform you that "War IOM" v2 have been re-work graphics and added more feature to serve user experience. Here is my banner screenshot: You can access to the website and play it directly on your phone (Chrome mobile, Safari iPhone, iPad) or your Laptop Link to play: https://www.iomgame.com/wariom/ ++++ Game description: The rule to win the game is very simple: buy the soldiers, defeat the enemy army and then destroys the flag. Try to use fireball to wipe out the enemy. The game had the shop to buy new soldier, upgrade soldier and choose the team out. Game data be stored on both user's device and server so never lost data again. ++++ Here is the look and feel of War IOM icon on your Home-screen phone Rumor: You can get double gem receive if you beat the mini boss at level 3. Also win level 3 will give you a lot of Gem, use it to buy new solider and upgrade your army! My facebook page: https://www.facebook.com/Iomgame-245553622715070/ /******** Change log update 08/26 ********/ -- Add new game play for level 6. -- Improve camera. -- Improve game performance. /******** Change log update 08/31 ********/ -- Improve sound load time. No painful for waiting sound loading any more! /******** Change log update 19/09 ********/ -- Add level 7 with new game play. Regards, Gafami
  5. I've created a HTML5 2D canvas game and I'm now ready to take the step and convert it to a native Android (and iOS) app. The game works perfectly fine in any desktop or mobile browser. Animations are fast and smooth. After some research, I decided Cordova was the way to go to create native apps for Android and iOS. My first priority is Android, simply because I have an Android phone myself and I don't have a Mac (which apparently is required to build iOS apps). I have looked at Cocoon.io and although that might be an even better option than Cordova (since it's actually build on top of Cordova), the thing that made me run from it is the fact that it costs $500 just to remove the "build with Cocoon" splash screen... After installing all prerequisites (cordova, Android Studio, nodes.js) building my first APK was easy. When I ran my game in the Android emulator, the game was abysmally slow... Testing it on my device yielded the same slow results. After searching the internet, I figured it was because on some devices, an old and slow WebView is used by native apps to display HTML5 content. Still strange since my phone uses Android 7.0.0 and the emulator uses Android 8.0.0... I quickly found FastCanvas, a PhoneGap/Cordova plugin that adds a very fast canvas "compatible" rendering surface. But it was last updated in 2013 and after trying to get it to work for almost 16 hours straight, I came to the conclusion there's no way to get this to work with the current version of Cordova. I then found CrossWalk-WebView. This too was pretty old and a pain to get it to work with the current version of Cordova. And when I did get it to work, I quickly found out it created a few new problems making my game unplayable (noticeably a strange lag when touching the screen. Not the famous 300ms input lag, but after touching the screen, the entire game would freeze for 200ms-300ms). So I had to give up on Crosswalk as well. So now I am at a loss. Can anyone offer me suggestions on how to speed up canvas rendering in Cordova? It's pretty darn frustrating that my HTML5 game is finished and I'm ready for publication, only to find out that's not as easy everyone says it is... (BTW, I've posted the same question on a few other forums to reach as many game developers as possible.)
  6. I recently finished a very comprehensive series on how to make games with Pico-8. I walk through the entire process of developing a polished Breakout/Arkanoid clone from start to finish. I assume absolutely ZERO programming experience. Let me know what you think!
  7. i have a problem i can make work the verificay if user existe our not i using nodejs ,express,mysql i put my link to project in github the code its to big https://github.com/Kammikazy/project find the soluction to my problem
  8. Just like applications, games will be migrated to the browser as well. In order to understand the forces that will make this transition happen, we need to understand what makes the Internet, the browsers and websites so successful in the first place, and why is that relevant in the context of games. Bit of History There is always a reason why a trend develops and decays over time. It's more than just excitement then later on boredom. In the beginning, all the application were developed for the mainframes first, because at the time no single person could afford a computer. Then the PC came along and everything got rewritten for that platform. Then just recently, internet speed, hardware and browsers become fast enough to run the apps we use in the office to trigger another wave of application migration, back to the cloud. Think about Microsoft Office Online. Improvements on the hardware level will disrupt trends build on top of it. The Bias When a new technology comes along, people tend to focus on the downsides only and argue that the new tech never going to be as good as the old one. The reasonable question would be, what are the downsides and what are the upsides and what the new technology allows me to do and can I live with the downsides. Change is difficult, therefore people tend to stick to the old tech. New customers who are exposed to competing products the first time, evaluate the old and the new tech objectively and then make a decision. People tend to confuse the principles that brought a trend to live with the current state of those trends. They say: yes, but at the moment X can’t do what Y can. A set of features was used to create a popular app, service or game, a different set of features will produce a different product. The new product doesn’t have to be superior in every way in order to succeed. Not as Black and White as we’d like it to be When PC was introduced it wasn’t as fast as consoles at the time. People argued that it's not good for gaming. Today it's the other way around. Nintendo Switch was released with 1 teraflop performance on a market where the competition was PS 4 Pro - 4.2 teraflop - and XBox One X - 6 teraflop and become one the fastest selling consoles of all times. Clearly, there was more to the story than just performance. After all, why do even consoles exist when they are inferior to the PC. So what are the upsides of gaming in the browser and what do we have to put up with? Upsides: Instant Gaming - fast as loading up a website Cross play - No need to convince your friends to buy the same console to play the same games together. Seamless Updates - No delayed gaming sessions because a new 30GB update just got released. Low Resistance - When something is only one click away, it's more likely to give it a try. One Standard - Porting Games is unnecessary. If you have a browser, you have access to the game. Downsides: Limited Graphics - Web standards are behind the cutting edge APIs available on other platforms. Fast Internet Required - You need a reasonably good internet speed. E.g.: 4G on your phone. Deviation from Standards - Some browser vendors make it difficult for devs to use the same codebase. Conclusion We probably going to see a form of merger in the long run. Apps will merge with websites and the same goes for games, and they partly already did on mobile devices. It's not the question of better or worse, or whether it will provide a better experience for everybody or not. It's more about what will become mainstream? When most people sit down to play a game, what device they will reach out to and what platform will deliver most games? Feel free to disagree and leave a comment below if you have something to say
  9. THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives, and meet lively crew members who will aid in the player's survival. Throughout the game you can side and complete missions through criminal cartels, and the two major combatants, the UCE and ACP, of the Interstellar Civil War. Please note that all of our current positions are remote work. You will not be required to travel. For more information about us, follow the links listed below. INT Official website Steam Greenlight IndieDB page Also follow social media platforms for the latest news regarding our projects. Facebook Twitter Website Administrator We are seeking a talented and keen Web Administrator. The Web Admin will perform periodic updates, improve the design of the official website and enhance user experience of online content, including a web comic and blogs. Your duties include: 1. Manage online content for company website. 2. Enhance existing aesthetics and user experience for web properties. 3. Work with team leads to institute content calendar for company website. 4. Help implement strategies to increase website traffic. 5. Proofread content. 6. Remain current with emerging web technologies. 7. Attend weekly remote team meeting. REQUIREMENTS To be successful in this position, following requirements apply: HTML, WordPress, CSS expertise. SEO basics Outstanding communication skills. Ability to complete tasks remotely without supervision. REVENUE-SHARE This is a great opportunity to get into the game development industry. Being an Indie team we do not have the creative restrictions often imposed by publishers or other third parties. We are extremely conscientious of our work and continuously uphold a high level of quality throughout our project. We are unable to offer wages or per-item payments at this time. However revenue-sharing from crowd-funding is offered to team members who contribute 15-20 hours per week to company projects, as well as maintain constant communication and adhere to deadlines. Your understanding is dearly appreciated. TO APPLY Please send your Cover Letter, CV, Portfolio (if applicable), and other relevant documents/information to this email: JohnHR@int-game.net Thank you for your time! Please feel free to contact me via the email provided should you have any questions or are interested to apply for this position. We look forward to hearing from you! John Shen HR Lead Starboard Games LLC
  10. Sir StevenK

    [HTML5] Monster Tycoon

    Hi, I begin in the creation of video games and I have just published my first "big" project. You can test it on https://www.kongregate.com/games/IndieBaie/monster-tycoon Don't hesitate to share your feedback.
  11. In early 2017 I had this idea, if I can stream an HD movie without downloading the whole thing, I could stream a massive open world game as well without downloading it. Most people are under the impression that a game running in the browser can’t look good because then it takes forever to load it. Well, in game dev the concept of LOD - Level Of Details - exists quite a while now, there is no reason why we couldn’t apply it in the browser as well. The game I developed loads in a matter of seconds. It takes a couple seconds to load the engine itself, then when you press play: - Loads the terrain peaces closer to you first, than what's further away. - Loads the low poly version of the models like trees, rocks and bushes first, then the high poly version when available. - Structures... - Animals... - Sound... - Etc.. you get the idea My point is, it is POSSIBLE to build a 3D version of the Internet, where instead of browsing through websites, we could jump from one 3D space to the next. I “invite” everyone to make this happen. I’ve made a 3D Survival Game with a massive terrain to prove the tech works. I want you guys to build your own 3D spaces implementing your own ideas what the web should look like in the future. We could just link them all together and make this Interconnected Virtual Space happen - yeah, the Metaverse, for the Snow Crash fans out there I would love to hear what you think about the applications of 3D spaces on the Web. Please leave me a comment if you are as exited about the possibilities as I am. Backing up my claims: Live Tech Demo is available on https://plainsofvr.com Watch a the Open World to load instantly, than gradually improving:
  12. I just published the first release of Freemake. You can test it at https://distilledgames.itch.io/freemake So far, it is more a tech demo than a game, only allowing you to walk around the initial map design shown earlier. Your chars current position is indicated by the black circle. To move through the world, click or tap on an adjacent node. To ensure a smooth presentation of in-game movements, I implemented a camera, which follows the player around. The implementation is based on the camera in DRTS but simplified since some features are not (yet) needed in Freemake. https://www.youtube.com/watch?v=3jC5Rdu9hpw So far, I spent 23 hours on this project in total.
  13. Awoken

    Finished & Post Mortem

    Please check out my project page to play Shapes Tower Defense You can play it on GameDev! A Huge thank you to all those who've helped me out with this game. There were quite a number of us encouraging each-other along and I thought, and think, that that is just fantastic. POST MORTEM On the outset I was hoping to spend a lot of time on the game play. But I wasn't able to devote as much time to game play as I would have liked. In the future I think at least 50% of development time, if not more, should be spent play testing and tweaking. But Over-all I'm quite satisfied with my implementation of the ideas I set out with in my first blog regarding this project. Came together quite nicely. I think all of my years of experience with THREE.js helped me fast track many of the steps that maybe new-comers to the API would have to learn the hard way. What went Right: Using my own 3D program helped out tremendously, I don't think I could have created all the unique shapes ( over 30 ) if not for that. I think there is value in creating your own 2D and 3D suits. though they would be much much simpler, you can create them to suit you needs. Expected development time and debugging was quite accurate, I'm surprised. I enjoyed making this game a lot, and I think the part I enjoyed the most was looking up Johnson Solids and making them. What went Wrong: Like lawnjelly said, gimp is a nightmare. I'm a bit more familiar with it now but what I've learned about that beast is that it's probably incredibly easy for those who know what hot keys their pressing, but for me, a Microsoft paint wiz, it was terrible. I didn't devote as much time to game play as I was expecting to. And game play is a whole different animal. I'm so used to technical problem solving that switching over your mind set to deal with something as ambiguous and subjective as game play was a challenge, especially since I only gave myself 5 days to do it. But thankfully lawnjelly was a big help and he pointed out a lot of design flaws that I had over-looked. I think I got most of them that he mentioned. My code, It's bad. I documented things as best I could and tried to label things but once the complexity of this project grew I could no longer keep things tidy or orderly. Sure I named variables 'vectorOne' instead of 'v' but the code lacks coherent structure. By the end I was confused as to where I had put things. Clearly much work to be done in this area. All and all I enjoyed the experience a lot, and I became closer with some members. Win / Win Have a great weekend. Awoken
  14. OK.ru, one of Russia’s largest social networks, has tripled mobile game developer payouts to $1.6 mln (100 mln rubles) over the past five months. In a move to lure more developers from all over the world, OK.ru will give free traffic to new HTML5 games starting from July 1, 2018. There are a lot of opportunities for HTML5 developers in OK as it’s a relatively new platform and a low-competition niche in the social network. That said, the new games can quickly earn revenues and ramp up user base. In May 2018, 50% of payouts in OK were passed to top-5 games. The increase in developer payouts was caused by OK’s growing number of mobile users, higher penetration of broadband connectivity and the emergence of new mobile technologies that allow to launch any game inside a mobile web browser. That resulted in doubling the number of daily game launches on OK mobile platform to 350 mln. OK has 71 million monthly users. The social network allows users to watch streams in UltraHD, listen to music, buy goods and services inside the network and transfer money to 18 countries. OK is a part of Mail.Ru Group, the largest IT holding company in Eastern Europe.
  15. OK.ru, one of Russia’s largest social networks, has tripled mobile game developer payouts to $1.6 mln (100 mln rubles) over the past five months. In a move to lure more developers from all over the world, OK.ru will give free traffic to new HTML5 games starting from July 1, 2018. There are a lot of opportunities for HTML5 developers in OK as it’s a relatively new platform and a low-competition niche in the social network. That said, the new games can quickly earn revenues and ramp up user base. In May 2018, 50% of payouts in OK were passed to top-5 games. The increase in developer payouts was caused by OK’s growing number of mobile users, higher penetration of broadband connectivity and the emergence of new mobile technologies that allow to launch any game inside a mobile web browser. That resulted in doubling the number of daily game launches on OK mobile platform to 350 mln. OK has 71 million monthly users. The social network allows users to watch streams in UltraHD, listen to music, buy goods and services inside the network and transfer money to 18 countries. OK is a part of Mail.Ru Group, the largest IT holding company in Eastern Europe. View full story
  16. Hi, I'm currently working on a lightweight 2D canvas library called JSCF. It's got a lot of cool features but is still in prototype and I'd be glad to have more hands on this project + getting some feedback from programmers like you. This is an open-source project so no rev involved at all, but I think anyone knowledgable or interested in getting involved with a cool native JS 2D engine is welcome. For full feature list, contribution, prototype build and more please visit the github repo here: https://github.com/g--o/JSCF Thanks for reading 😃
  17. Awoken

    Almost Finished

    This week has been one heck of a week. I wake up, eat breakfast, go for a run, go to work, come home eat dinner, program for 4 hours, go to bed, and repeat. I've got a lot done. Here is a pic showing the latest accomplishments. Added - Crystals which act like lives, but also generate points after each wave. And they break if a shape touches one. - Score system - Upgrade system - Update shape paths if they were travelling to a crystal that has already been broken. - Start screen - Menu screen - Lose Animation I now only have two things to do to wrap up this game best of all I'll have it done by Saturday. I'm impressed with how well I've managed my time and how accurate I've been predicting how much time it will take me to do this or that. So fingers crossed. If I don't run into any snags I'll have met the requirements by Saturday Thanks for reading
  18. Hi, I hope that I find you well, I am a little stuck with my Phaser code. I have a group of sprites, that on overlap of another jump sprite image, I require it to play the jump animation, but only on the individual sprite within the group, when it has overlapped. My code, is pretty much working how I want apart from this issue, in the current build, on overlap the animation will play for all sprites within the group (not an individual basis), and will trigger again (beyond the original, overlap) if another sprite hits the jump image. Appreciate any assistance. var game; var globalParams = { calculatedWidth: 1350, calculatedHeight: 900 } var GameResolution = { _1350: 1350, _960: 960 }; function calculateSize() { // Get Pixel Width and Height of the available space var w_w = window.innerWidth * window.devicePixelRatio; var w_h = window.innerHeight * window.devicePixelRatio; var g_w = w_w; // We prepared all assets according to aspect ratio of 1.5 // Since we are going to use different assets for different resolutions, we are not looking at the resolution here var originalAspectRatio = 1.5; // Get the actual device aspect ratio var currentAspectRatio = g_w / w_h; if (currentAspectRatio > originalAspectRatio) { // If actual aspect ratio is greater than the game aspect ratio, then we have horizontal padding // In order to get the correct resolution of the asset we need to look at the height here // We planned for 1350x900 and 960x640 so if height is greater than 640 we pick higher resolution else lower resolution if(w_h > 640){ globalParams.selectedResolution = GameResolution._1350; globalParams.calculatedHeight = 900; globalParams.calculatedWidth = w_w * (900 / w_h); } else { globalParams.selectedResolution = GameResolution._960; globalParams.calculatedHeight = 640; globalParams.calculatedWidth = w_w * (640 / w_h); } } else { // If actual aspect ratio is less than the game aspect ratio, then we have vertical padding // In order to get the correct resolution of the asset we need to look at the width here if(w_w > 960){ globalParams.selectedResolution = GameResolution._1350; globalParams.calculatedWidth = 1350; globalParams.calculatedHeight = w_h * (1350 / w_w); } else { globalParams.selectedResolution = GameResolution._960; globalParams.calculatedWidth = 960; globalParams.calculatedHeight = w_h * (960 / w_w); } } } window.onload = function () { calculateSize(); game = new Phaser.Game(globalParams.calculatedWidth, globalParams.calculatedHeight, Phaser.AUTO, 'gameDiv'); game.state.add('main', mainState); game.state.start('main'); //game.forceSingleUpdate = true; } var yourGroup; var mainState = { preload: function() { if(!game.device.desktop) { game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.setMinMax(game.width/2, game.height/2, game.width, game.height); } game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; // Background game.stage.backgroundColor = '#71c5cf'; // Horse Sprites for (var i = 1; i <= 3; i++) { this.load.spritesheet('runner'+i, 'assets/horse-'+i+'.png', 368, 300); } // Other Sprites game.load.image('fence', 'assets/jumpfence1.png'); game.load.image('track', 'assets/grasstrack1.png'); }, create: function() { this.jumpGroup = game.add.group(); this.timer = game.time.events.loop(12000, this.addNewJump, this); this.horseGroup = game.add.group(); this.horseGroup.enableBody = true; this.horseGroup.physicsBodyType = Phaser.Physics.ARCADE; this.addHorse(this); }, addHorse: function() { for (var i = 1; i <= 3; i++) { var posY = game.rnd.integerInRange(300, 500); var posX = game.rnd.integerInRange(30, 120); geegee = this.horseGroup.create(posX, posY, 'runner'+i); // Add 'sprite' to the group this.horseGroup.sort('y', Phaser.Group.SORT_ASCENDING); geegee.animations.add('gallop', [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10], 20, true); geegee.animations.add('jump', [4, 11, 12, 13, 14, 15, 16, 17, 4], 14, false); } }, addJump: function(x, y) { var fence = game.add.sprite(x, y, 'fence'); this.jumpGroup.add(fence); game.physics.arcade.enable(fence); fence.body.setSize(50, 350, 105, 0); fence.body.velocity.x = -500; fence.checkWorldBounds = true; fence.outOfBoundsKill = true; }, addNewJump: function() { this.addJump(game.world.width - 40, this.game.height - this.game.cache.getImage('fence').height); }, update: function() { this.horseGroup.forEach(function(item) { // jump fences this.game.physics.arcade.overlap(this.horseGroup, this.jumpGroup, this.fenceJump, null, this); this.hurdle(); // move up and down field if (item.x > game.width - 650) { item.x = game.width - 650; item.body.velocity.x += game.rnd.integerInRange(-5, 0); } else { item.body.velocity.x += game.rnd.integerInRange(-5, 5); } if (item.x < 50) { item.x = 50; item.body.velocity.x = 0; } }.bind(this)); }, fenceJump: function(horseGroup,jumpGroup) { this.horseGroup.forEach(function(item) { item.body.velocity.y = 1; hurdleFence=false; }.bind(this)); }, hurdle: function() { this.horseGroup.forEach(function(item) { if(!this.hurdleFence){ //check if we already have -50 gravity or not if(item.body.velocity.y > 0){ item.events.onAnimationStart.add(airJump, this); function airJump() { item.body.velocity.x = 5; item.body.gravity.x = 100; } item.animations.play('jump'); item.events.onAnimationComplete.add(groundGallop, this); function groundGallop() { item.body.velocity.y = 0; } } else { item.animations.play('gallop'); } } }.bind(this)); }, };
  19. Awoken

    Cube Cannon

    Hello GameDev, Here is a screen shot of the Cube Cannon. You can only build one! It is fully operational and it packs a punch, for squares that is. Anyways I've made so many changes to the code I can't even really recap all the things I've done. So here is the code TD.06.22.zip If you fancy, give the project a go. I've included some instructions to go over. I'm going to be plugging away come tomorrow to add the Hell-Fire Hex and the Tack Tower. Then I'll be incorporating points and upgrades and a start screen Yeish! hopefully figures crossed.
  20. Hi, i am new to web development and I am needing advice on what I should use to produce a 3D FPS game. my target to make a browser based FPS game, similar to shellshockers.io on how that was made. and if there is any tutorials that could help.
  21. DotaCard Channel

    Fight over dat Ancient

    https://foda-app.herokuapp.com/
  22. mikhluz

    HTML5 Farmer's Journey

    This is a simple runner (walker exactly:) ) made with Verge3D engine and runs directly in the browser. All was modelled in Blender, even texturing in 90% made in Blender: I just set up shaders and light and baked it to texture. In my pipeline I've also used 3ds Max, Krita, Webflow, Gimp and Audacity. The game was made without coding in two weeks by only one artist. Character and most of the assets based on concepts of Vihn Nguyen . Thanks to Forget the Whale for the soundtrack. Link to the game: DIRECT LINK You can also download all source files with mesh, textures and sounds HERE Some art related to the game can be found here on my ARTSTATION PAGE
  23. Description: In ShockRipple you must clear all the targets by creating ripples. The power of the ripple must be equal to that of the target to eliminate it. Overlapping ripples will be multiplied. ShockRipple will test your math skills and problem solving ability! Play Here: https://htmlhigh5.com/game/shockripple I'd love to hear any criticisms or feedback you may have! Screenshots:
  24. I am working on a multiplayer real-time strategy game. This game focuses on the core of real-time strategy, forgoing resource gathering, base building, and unit types. Play against bots or meet other people online to play a match. You can play it in your web browser on https://play.drtsgame.com Note that the camera controls are not yet explained in the tutorial. Here is how to control the camera: Camera panning: Hold down right mouse button and drag to move the camera Camera Zoom: Use the mouse wheel to zoom.
  25. Hello! The game: https://www.combo-clicks.com/ DEV blog (so everyone can read the journey and some history): http://www.combo-clicks-dev.com/ TL;DR Feedback for Combo Clicks and also IDEAS for future games will be super appreciated (Hyper Casuals done in 3-4 weeks, each game with React Native). I will try to post on my blog atleast on weekly basis (both for gamers and developers) Thank you!
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