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Found 91 results

  1. 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:
  2. 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!
  3. 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
  4. 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 😃
  5. 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
  6. 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.
  7. 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
  8. 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)); }, };
  9. 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.
  10. 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.
  11. DotaCard Channel

    Fight over dat Ancient

    https://foda-app.herokuapp.com/
  12. 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
  13. 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:
  14. 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.
  15. 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!
  16. Hello, this is beta v0.3.4 of our first game and we are looking for people who are goal oriented, hard working, communicates well and completes tasks in a timely manner. If this sounds like you, view our game, see if it interest you and send me a pm. https://gthedev.itch.io/world-ender-beta-v024We are looking to expand out team, to include another programmer and another artist. We have a lot of plans for the game and because of how large it is we need more help. This position is not paid, but will look good in a portfolio. The game currently has 5.5k views on itch where we test the game. Upon finished release we will be releasing it on Kongregate with the hopes to one day release it on steam. If the game makes money in the future, you will be paid a percentage of that earning based on how much you contributed. As of now, the game is free to play with no intention of in game purchases. Artist: Will be required to create pixel art which includes ships, weapons, planets, and unique bosses.Programmer: Will Assist me in adding events, streamlining content, voicing his/her opinion, creating snippets of code to implement, and debugging. The game currently has over 1000 events. With game completion at approximately 10%. We look forward to hearing back from you.
  17. Hey everybody, I'm currently working on a simple HTML5 game and my javascript collision detection function isn't working. The game features a little man that runs from side to side at the bottom of the screen, while a meteor falls from the sky. The function is supposed to detect a collision between meteor and man. In the routine, the top left corner of the man is at (player.x, player.y) and the top left corner of the meteor is at (meteor.x, meteor.y). The man is 25 pixels wide by 35 pixels tall. The meteor is 50 pixels wide by 50 pixels tall. Any idea where I've screwed in up this function? // ============================================================================= // Check for a collision between the 50 x 50 meteor and the 25 wide x 35 tall // main character // // Main character is drawn at 540 and is 35 tall, so the top of the character // is at y = 540 and the bottom is at y = 575. // // Function returns 1 if there has been a collision between the main // character and the meteor, otherwise it returns 0. // ============================================================================= function check_for_meteor_player_collision () { // edge positions for player and meteor var player_top = player.y; var player_bottom = player.y + 34; var player_left = player.x; var player_right = player.x + 24; var meteor_top = meteor.y; var meteor_bottom = meteor.y + 49; var meteor_left = meteor.x; var meteor_right = meteor.x + 49; var vertical_overlap = 0; var horizontal_overlap = 0; // ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Check for vertical overlap // ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Check if meteor bottom overlaps player if ((meteor_bottom >= player_top) && (meteor_bottom <= player_bottom)) { vertical_overlap = 1; } // Check if meteor top overlaps player if ((meteor_top >= player_top) && (meteor_top <= player_bottom)) { vertical_overlap = 1; } // ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Check for horizontal overlap // ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Check if meteor left side overlaps player if ((meteor_left >= player_left) && (meteor_left <= player_right)) { horizontal_overlap = 1; } // Check if meteor right side overlaps player if ((meteor_right >= player_left) && (meteor_right <= player_right)) { horizontal_overlap = 1; } // console.log("vertical_overlap = " + vertical_overlap); // console.log("horizontal_overlap = " + horizontal_overlap) // If we've got both a vertical overlap and a horizontal overlap, // we've got a collision if ((vertical_overlap == 1) && (horizontal_overlap == 1)) { return 1; } // if we've fallen through, we haven't detected a collision return 0; } // =============================================================================
  18. Just released another version of DRTS. You can play it at https://distilledgames.itch.io/distilled-rts Picking Maps I improved the UI to preview maps before starting to play with bots. Now it is easier to find a map you like and see what you are getting into before starting the game. Camera Controls In addition to earlier input methods, you now can control the camera also via keyboard: To pan, use arrow keys, for zoom plus and minus. To improve onboarding, I added buttons for controlling the camera. This visual addition to the UI should help new players notice that the field of view can be changed. Under The Hood To prepare for competitive games, the map generator was improved for exact symmetry of edges in generated maps. Pathfinding now yields optimal paths in more cases.
  19. The first implementation of DRTS came in form of a windows application. While the windows app did its job, I felt uncomfortable with the bottleneck resulting from depending on windows as a platform. To lower this barrier, I started developing a version to run in web-browsers. The web app has come a long way since then, offering an interactive tutorial and playing with bots. The update released today expands the web app by support for playing with other people online. To play the game, head over to play.drtsgame.com Starting today, the web app there also offers to join another player for a game. The video below demonstrates the new feature, using two different web-browsers: Under The Hood - Rendering Efficiency And Visibility Changes Also with this update, visibility of the game world is changed in several ways: The computation of visibility is reimplemented using a new algorithm to be more efficient in common scenarios. This change drastically improved frame rates in Firefox, Edge, and Chrome. Symmetry for view propagation along edges: With the new algorithm, visibility is changed for symmetry between pairs of nodes. This means that viewing along an edge always works in both directions, regardless of the travel direction of the edge. When the game is over, the complete game world is revealed to all players.
  20. Old Mohave Games Studio

    Bitcoin Survival

    Bitcoin Survival! An 1-bit graphics charming game made in 5 days for the 2018's Crypto Game Jam. It's a Roguelike Clicker Game in which you must mine bitcoins to buy and upgrade itens in order to survive as long as you can! All assets original made by me. Come play. And, please, share and rate. Any suggestions for the game are welcome too. (ALSO REPORT ME ANY BUGS FOUND) DEVLOG. V. 0.2 - The game has been extensively polished. Many bugs have been fixed and many features have been added to the game. The difficulty has been balanced once again. Maybe I still have to update some things in the tutorial, but that's easy and I will be doing this in the next days. Hope you enjoy the game at this actual stage. It's almost like a new game. - It's mobile compatible! IF YOU LIKED THE GAME, PLEASE DON'T FORGET TO SHARE AND RATE IT! That would help me a lot. https://www.scirra.com/arcade/strategy-games/bitcoin-survival-28765
  21. Hello GameDev! This is an introduction to a new web app: Vitalkia.com. homepage - Vitalkia Making silly games and sharing them with friends and people online is something that is really special to me. When I was 13-14 I used to hang at various game forums a lot. I didn't really make any amazing games, but that didn't matter. What makes us love making games is sharing it with others and learn. Because of this, as a side project while I study, I've been making a new game creator tool. It lets you create cool games completely in your browser. This app will help you creating games! I've recently created a simple interactive tutorial that takes you step by step through creating a platform game: Platform tutorial This tutorial will teach you how to make a simple platform game and introduce you to the app. So far it's still very early in development, but it's very possible to create great looking games, here is an example. More info: The app lets you create games anywhere, anytime. Since it's cloud based, it doesn't matter which computer you use. All code and resources gets stored in your own personal web space associated with your account. Your account can be from Google or a new Vitalkia account if you want. You don't need to know how to code. The engine allows for direct Javascript coding but also the use of code blocks. The code blocks makes it easy to quickly create something that works. After you've created your game you can easily export it. It makes it directly available to everyone with an internet connection! There are still many things to do. For example more code blocks needs to be added, and some bug fixes, but I am looking forwards the future of the app and what people will be able to create with it!
  22. Hello, i've made a game for Android, however to reach more users i made a Web adaptation which i published first in itch.io. After that, i've seen that the number of users has been incrementing a lot in comparision to Android. Doing some research i saw that the game is getting published in several web networks. I felt really frustrated since none of that networks ever contacted me for a permission for publishing the game and/or sharing revenue. I've been trying to contact people from those networks to make business but the requests are so slow or never answered, Is this something normal in web platform? What would you recommend me to do? Thanks
  23. Dead Chronicles

    Survival mode

    From the album: Dead Chronicles

    Demo version in HTML5
  24. I want to make a html5 canvas / javascript game, similar to agar.io. I know a little node.js, and I think I understand the way online multiplayer works, but now that I do understand I realize it's gonna be a ton of work if I want to do it from the ground up with something like socket.io. My question is: are there libraries that can help with the multiplayer aspects of my game (sending game packets, etc.), and if so, is the performance for that library fast enough to run my game? (has a latency at least as low as agar.io)
  25. Hello, I'm working on a tile based engine in HTML5+canvas. I currently made every single tile in the world its own little canvas. The reason is, I make two canvases per tile, and depending on state display one of the other. This allows fast switching between the two with style.display.visiblity. However, while that actual showing and swapping visibility goes fast, what goes slow is creating them at the start of the game, in Firefox at least. In Chrome, this all goes super fast. In firefox, simply creating a couple of thousand canvases, especially calling getContext('2d') on each of them, goes super slow. Is there any alternative better way to have a 2D tile based engine where each tile can efficiently swap between two different graphics? Thanks!
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