Posts Tagged ‘phaser’

“Now draw those suckas!”

Friday, August 26th, 2016 10:52 am

Phaser JS source code is just hilarious:
pixi.js
Source

Hey everyone! We are in.

Our LD squad: a333 (veteran), GRaAL (support) and me (newbie)

Here is our LD35.5 warm-up attempt:
LD36 warmup

Have a productive weekend!

I’m in!

Posted by (twitter: @Cirrial)
Monday, August 15th, 2016 2:14 pm

Oh it’s been too long! My PhD thesis is finally out of the way and I have no more restrictions and obligations to take up the weekend! I’m currently (and have been) recovering from a stomach condition but here’s hoping that’s more cleared out of the way when the compo rolls around!

Stuff:

  • WebStorm – Code
  • Phaser – Framework
  • Bfxr – Sound
  • DAME – Map Editor (potentially, also on the lookout for newer, better tools that aren’t Tiled)
  • Sunvox – Music (if possible)

Of course, there’s a chance I’ll just ditch the Javascript and instead go for a Lua game using LÖVE, in which case I’ll be using ZeroBrane Studio as my IDE of choice.

It pretty much boils down to whether or not at the time I feel I can live with making builds for the three major OSes. It doesn’t help that there’s no real official way to get it working for Linux!

I’m in!

Posted by (twitter: @thecodingcouple)
Monday, August 15th, 2016 10:39 am

I am looking forward to participating in Ludum Dare 36!

I plan on creating a web-based HTML5 game with Phaser.

  • Language: JavaScript
  • Libraries: Phaser
  • Music: Open Game Art
  • Art: Open Game Art and I may create custom art using Graphics Gale
  • Editor: Visual Studio Code

 

Na-na-na-na-na-na-na-na SHAPEMAN!!!!

Posted by
Friday, April 29th, 2016 7:05 am

Inspired by bullet hell games, sandbox games, and pac-man, we introduce to you: SHAPEMAN!  This is our first time collaborating on a software project and the first time submitting a LD Jam.  I think we came up with a fun and challenging game. We have some regrets, but I think we learned a lot for LD#36!

Shapes attack you if you are a different shape…

You can eat similar shapes, but they run away if you…

Beat the stage by eating enough shapes before you are attacked too many times!

Try it out here!
WARNING: There is an audio bug in the original submission, so you may want to reduce the volume.  Bug is fixed if you download from Github.

Let us know what you think!  Comments and github issues are welcomed!

We’re in!

Posted by (twitter: @thecodingcouple)
Friday, April 15th, 2016 6:47 pm

I am participating Ludum Dare 35 with my husband!

We will be tweeting our progress on Twitter:  @thecodingcouple!

 

We plan using JavaScript with the Phaser game library.

 

UPDATE: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=20948

Hello for Forth time!

Posted by (twitter: @Zegis_)
Friday, April 15th, 2016 5:46 pm

I’m in!

After some time I decided to join LD once again~! You can know me from 29, 30 or 32 Ludum Dare, where I submitted Treasure Seeker, Untangle and… a “post mortem of failure” – simple post describing why I failed on 32nd Ludum Dare.
So my LD score is right now 2 successes, 1 failure. and 2 skipped jams. Hope on Monday my score will be: 3.1.2 :)

About me
All-time dreamer, and trekker. I traveled length and breadth of almost all polish mountain ranges. In my daily life I’m .NET software developer working with enterprise times web application. In those few bits of time when I’m not dream, trek or work I create games and write on my blog about more interesting software problems I faced.
You can find my latest projects on my github profile.

My tools
Once again I’ll abandon my favorite c++ try to make something in phaser.js.

Planning: Pen&Paper – you can look for my crapy diagrams this time, too!
Text-editor of choice: Notepad ++.
Art: MS Paint and GIMP.
Sound: Audacity with my guitar!
Source version control system: Git hosted via github.

Treasure Seeker
Untangle

Good luck, Friends!

My Phaser template for the compo

Posted by
Tuesday, April 12th, 2016 3:02 pm

So, as I’m going with Phaser (again), I decided to get my simple template together actually before the compo and then not waste hours on end trying to get transpiling and all the other things to work 😀

If anyone else is in need of a Phaser Template that allows you to use ES6 and comes with some Phaser states (Boot, Preload, Mainmenu and Game) and a single cursor-key-movable sprite, then here you go!

https://github.com/hunttis/phaser-ld-template

Supreme Collider Postmortem

Posted by of LoneStranger Designs (twitter: @lnstrngr)
Sunday, December 27th, 2015 11:50 am

I was surprised, as I am sure a lot of us were, that there was a tie for the LD34 theme with Two-Button Controls and Growing. I think I was surprised more that both themes were given a thumbs up by myself in the final vote. Not only that, but they worked well together for what became my LD34 Compo entry, Supreme Collider.

It started off as an idea I had actually had floating around my head for the past couple years. I thought it might be neat if you started off as a pixel sized object and grew as you ate other objects on a playing field. After jotting some ideas down while watching Star Wars with my kids, I had a majority of the game conceptualized.

What I ended up with was a game where you use two buttons to rotate your circle left or right, or press both to move it forward. As a small circle, you collide with other circles of similar or smaller size to make their size a part of yourself. As you grow in size you become able to take on larger circles. At the same time, the other small circles are colliding with each other, creating larger circles themselves. If you collide with one of the circles that are larger than you, then you became a part of them and the game is over. You win by being the last circle around.

Supreme Collider in-game.

What Worked

One of the Ludum Dare creations I am most proud of is my Ludum Dare 26 entry for Minimalism. It had a simple mechanic: drag colored squares into the same colored box. Keeping it simple made it easier to write and debug. I didn’t have to focus on how two or more mechanics would interact. I wanted to follow that same idea here with Supreme Collider, since I had some commitments on Sunday that I knew would take some of my Ludum Dare time.

My original idea to create conflict in the game was to add a clock, thinking that at the very least you could race against your previous time once you got the hang of it. It didn’t seem that great, so I kept thinking about it. It wasn’t until about 18 hours in that I thought about the larger circles winning the collision battle, giving you something to avoid and hopefully keeping you from just holding down on the thrust combination and zooming along the world wrap.

I wrote Supreme Collider in JavaScript, using Phaser. I have been messing around with it for maybe half a year, but I was comfortable enough to use it for Ludum Dare. Like any new language and framework there is a learning curve, so I run into bugs that have no clear reason and troubleshooting takes time. I think I did well for this though, and I don’t think I was stuck on any one problem for too long. I will continue playing with Phaser and will use it in the next Ludum Dare compo.

What Didn’t Work

One of the pieces of growing was having a larger and larger physical mass. As objects gain mass it takes more force to speed them up or slow them down. This made the middle-to-late stages of the game feel tedious. I scaled it down, but it didn’t really make it fun, so I completely removed this from the game. Every object has the same mass, and they do not change.

As I said above, the clock didn’t seem right as a conflict driver or a scoring device. I liked using the total mass collected from the other circles for scoring, but if you win, you’d get the same score as anyone else. I thought maybe if I combined that with the time it took you to do it, we’d have something more meaningful. However, I just did a simple collected mass divided by the seconds times one-thousand. I think it might be sort of accurate if you make it into the middle-to-late stages of the game, but if you happen to collect a couple nice circles early and then lose, you could end up with a pretty high score. I need to rework it to combine the two numbers in way that more accurately represents your results.

The art was not-so-good. Actually, there wasn’t much art at all. I used circles to represent the objects and changed the diameter based on how much they collected. I would have to do some tests but it is potentially cheaper processing-wise to use a sprite and scale it, or maybe a few sprites for certain threshold sizes and scale them.

Conclusion

The best part is, of course, that I finished something that has a start, a middle, and an end. Of course, it needs work around the edges. I could add some random events, like an alien ship that runs through and shoots the objects before skittering off, or a two player mode. Overall, I am happy with this entry.

Play it here.

Birds of Borg – small update

Posted by
Monday, December 21st, 2015 9:07 pm

I just updated the server part of Birds of Borg – it now shows more prominently, whether there is a chance of having a multiplayer game with a real opponent. I hope more players will have the chance of trying the internet multiplayer variant, because it’s way more fascinating to play against human enemies!
The game itself didn’t change at all, so I consider this to be within the compo rules.

Thanks for voting!

Birds of Borg – Post Mortem

Posted by
Tuesday, December 15th, 2015 9:44 pm

I visited the Ludum Dare site quite a number of times in the last years, and I learned most from various Post Mortems I read; now, after my first own Ludum Dare experience I will share my thoughts, and hope you will find some helpful thoughts.

Birds of Borg in a nutshell:

It was a fun ride, for a first entry to Ludum Dare I would say everything went extremely smooth, I even slept for 6 hours straight and had time to meet some friends. Way more that I thought would be possible.
First I thought going directly for Compo is way over my league, but on the other hand I wouldn’t have had the time on Monday to finish the job reasonably anyway.

Birds of Borg, landing page

What went well?

  • Way more than anticipated
  • I love JavaScript more and more, the more code I write (did mostly C, C++, Java, Perl before).
  • phaser is pretty awesome now. Docs are good, examples well done.
  • I like SFXR for quickly creating sound effects without too much experience with synthesizers.
  • Game Design can be time consuming, but I realized in time that I had to stop working on it and spend more time on code and media.
  • I DID finish, I HAVE a running game, and it ALMOST is actually really fun!
  • The multiplayer code is actually working extremely well. If you find any other players to play with, that is…

What went wrong?

  • Not much, really…
  • Except for there was too little time to do everything I wanted
  • No time for background music (tools, see below).
  • No time to change (and playtest) game design to incorporate the ‘growing’ theme.
  • The artificial intelligence is still not … really intelligent.

What best practises would I suppose (and did TOTALLY not adhere to myself)?

  • Try to get life out of the way, sleep enough beforehand, don’t get ill.
  • Never, ever start without knowing your tools, your libraries, your development environment.
  • As a coder, never underestimate the time it takes to create media.
  • Don’t underestimate the time for final deploying.
  • Never, ever underestimate the time it takes to debug multiplayer network code.
  • Have a good game design ready before starting to code.
  • Be satisfied. You will NEVER be satisfied with what you created. It could have been SO MUCH better.

Birds of Borg, Gameplay

The theme was announced at 3am in Germany. I was sound asleep, because I only had 4 hours of sleep the day before (try to get life out of the way…), and I was getting a cold. At around 5am I read the theme, slept a bit over it, and at 7am I had an Idea and even the title for my game.
At first, I started with a trivial HTTP server written in node/express (basically as a warmup), noticed that my editor didn’t work like I wanted it to, and needed half an hour to correct this. The first game related stuff was choosing a font for the Borg theme; it’s not really reasonable to start this way, but I needed a distraction from my issues with the text editor. A (very) short landing page was created, and I included a trivial phaser example.
I hadn’t worked with phaser myself before, so it was learning on the go (never, ever start without knowing your tools…). It went pretty smooth, though, I added first sprites, got some placeholder graphics, and worked on the obstacle field. At about 10am I had a reasonably distributed field.
I started to learn phaser physics, got some more issues with my text editor (the linter), added multiple player sprites (at the beginning this should be temporary, but it turned out to stick to the end), and added collisions. Those collisions turned out to be tricky, as I didn’t want the blocks to move, and the players should really stop at the blocks and slide partially at the edges; in effect, I changed the collision scheme several times on both days. The birds also had to flock, so I let them accelerate if they were a bit behind the center of gravity of the flock. A first version was ready at about 12pm, but I worked 2 more hours on the collision scheme. For a break I read what others were doing and posting.
Next was a (trivial) artificial intelligence for additional sprites. I had it running short before 3pm. After lunch I added the life counters; a bit tricky, because they shouldn’t be rotated like the player sprites. At 5pm that was done. Then came the time counter, and the game logic. I also had to read quite some docs in order to get rendering order right (READY/SET/GO should be in front) and scaling right – in case you changed the window size. At 6:30 that was done and I was off for diner. Didn’t actually get home before half past 10 😉
After some cleanup, getting the number of enemies from the URL and having the possibility to display an error message, getting the font used in the game itself turned out to be tricky (docs are a bit wrong here).
At about 12am I had a working game, I finally created the real landing page with the borg theme. I created the background image from scratch in gimp using inspirations from openclipart; as I’m not used too much to gimp, it took me over half an hour to do so…
At 3am I created the first post about my current state, then worked on the AJAX code to display server statistics (like active players). Including socket.io for the game data was the next step. At half past 4 I finally went to bed.

At 11am the next day I started including network code in the game. First for waiting for other players, joining game rooms and waiting for the start of the game. I had to rework the sprite code quite a bit, because there was no room for remote controlled sprites. Getting that right took until lunch at 3pm. Afterwards I had to create the other players, create functions for sending and receiving sprite data (position,angle,health,etc.). That worked at about 5:30pm.
I changed a number of things at this point, scaling code was completely removed, now using standard phaser calls for that, collision code was changed again, etc. I also did some playtesting and fixed the network code – it was still very rough then. I noticed that I forgot to synchronize the background blocks position, that lead to all sorts of strangeness…
At 8pm I started to optimize the network code, rounding floating point data, only sending changed data, reducing name lengths. That was working fine at 9:30. At 10:30 I started working on the graphics (the birds and their animation). It took a while until animation really worked, the phaser calls had been changed from what I read in some examples. After midnight I created the sound samples with SFXR, and incorporated them in the game. At about 12:30 I started to work on a *real* artificial intelligence, which took until 2am, where I actually just stopped myself from continuing on that … semi-intelligent thingy.
Then it was cleaning up, zipping, deploying on my server, creating screenshots and the game entry on the Ludum Dare site, and it was 2:58am. Well, I didn’t touch the extra hour, but it was close. 😛

After voting was open I played a few games for calming down, and went straight to bed :-)

Hope you enjoyed the read; I guess you get a feeling how much time you can actually waste on network code… I hope you will be able to find playing partners, because that always seems to be the major issue. And playing against real world enemies is *definitely* way harder and more rewarding than against the AI…

There is a timelapse video for those who like to read less and get flashed more 😉

Thanks for all your games, and – ah – in case you didn’t do that yet – please

Matthias Hopf AKA emmes AKA mshopf

Can You Make Your Nation Great Again?

Posted by (twitter: @StuffBySpencer)
Tuesday, December 15th, 2015 11:49 am

“GREAT NATION”

a game about making tough decisions, keeping your people happy, and making your nation great again!


promo1

screenshot_6_24-21


Thank you to everyone who’s played it, I promise to play all the games of the people who leave a comment as a thank you!

To everyone else: congrats on making a game, send me the link on twitter, comment on my game’s page, or simply leave a comment on this post and I’ll make sure to check your game out. Cause LudumDare games are dope!

:)

 

Birds of Borg – Development Timelapse

Posted by
Monday, December 14th, 2015 8:56 pm

Finally, find my (silent) development timelapse of my Compo entry Birds of Borg – it took a while, because I had to clean up the mess that happened from 3 Xserver crashes during the development :-X

Birds of Borg” is a single- and multiplayer action game done as a HTML5 Web game with phaser and node.js/express/socket.io.
The breaks in the video have been shortened to 3 seconds video time, regardless of their real length. In case you wonder how long I actually slept, there’s a clock in the lower right corner…

A Post Mortem analysis of the development process will be published later. Probably tomorrow.

Have fun, and try to watch in slomo if the rapid screen changes make you sick 😉

And don’t forget to play & vote!!!

“omg IT’S A TIE” is here

Posted by
Monday, December 14th, 2015 8:31 am

For the first time in all my history with LD I reached a state with my game that i am satisfied with, and that even 1.5h before the deadline :)

The game has an intro, a ‘restart level’ function, a level progression, P2 Physics, … all these things might be ordinary for you, but for an LD game made by me…. all FIRSTS :)

So, even though there are a lot of things i wanted to do that there was simply no time for (dangerous areas you should not touch, more / better GFX, music, more/better sounds, waaaay more level, more control options, … you name it) it is still a game that deserves the name, so here you go, i present you:

title-omgitsatie

You have to control two button that are TIED together via a … tractorbeam or whatever.

Each button can only actively move along one axis (cursor: vertical , horizontal) but bounces of the wall and obstacles. You can activate the TIE via mousclick, but while it is activated you can’t control the button anymore.

The goal is to get both button into the target area.

See it for yourself here: play “omg ITS A TIE” !

ld34-screen4

Finally… 2 minutes before deadline X-D

Posted by
Sunday, December 13th, 2015 9:22 pm

I actually managed to finish and submit my game Birds of Borg 2 minutes BEFORE the deadline!

I think I went a bit over the top by creating a networked multiplayer game, even with (simple) match making. Game mechanics could have been more sophisticated, and originally I wanted to support the growing theme as well (growing a flock of birds), but that would have needed quite a few more hours. I hope you like the StarTrek related theme 😉

There will be a timelapse video, but first I have to clean it up a little – my Xserver crashed 3 times during development.

I’m really happy with the result nevertheless, given that it has been my first Ludum Dare, and that I personally never did anything with phaser before.

And NOW I’m exited to play all those games YOU guys have created =-D

And a little sleep would be reasonable as well…

Birds of Borg

End of Day 1 – first compo

Posted by
Sunday, December 13th, 2015 6:07 am

It’s my first LD, I’m creating a Web game with phaser, and everything is coming along nicely; graphics are rude, and sound is non-existing, but the game actually already starts to make fun :-)

It would really been helpful, if I had set up my development environment and checked the tools and libraries beforehand; life had something against it, so it’s learning on the go…

Birds of Borg

Progress Update

Posted by (twitter: @StuffBySpencer)
Saturday, December 12th, 2015 2:11 pm

working title: Great Nation

So, I got my idea rather quickly this time around, and I’m trying my hardest to make something “simple” [scope is important boys and girls].

Here are a few screenshots of my progress:

#1 Just A Mockup [1 hour & 20 minutes in] –
screenshot_1_1-20

 

#2 Basic Visual Mechanics [3 hours & minutes 28 in] –
screenshot_2_3-28

[click image to play GIF]

 

#3 Basic Gameplay Mechanics [5 hours & 6 minutes in] –
screenshot_3_5-6

[click image to play GIF]

 

#4 More Gameplay Stuffs [16 hours & 56 minutes in] –
screenshot_4_16-56

[click image to play GIF]

 

Screenshots #3 & #4 don’t look like much of an improvement, but that’s mainly because I was focusing on code and not art [also I slept in between them].

It’s fun tracking my progress like this, shows how slow I am haha.

That’s it for now, hope to see the rest of you at the finish line,

good luck everybody!

[cache: storing page]