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Using Javascript with phaser..

A topic by zombievirals created Jul 25, 2018 Views: 266 Replies: 5
Viewing posts 1 to 2
(+2)

Working out pretty well, so far with the phaser.min.js along with gamepad.js, and a few graphics assets, I've got about 700kb left for this. This will be my first "non-engine" entry in a game jam, I'm excited. Best of luck to everyone!

Submitted(+1)

Thanks ! Best of luck to you too :) I'm eager to learn more about your "non-engine" game !

Thanks!! Calling it a "non-engine" may not be the most proper term considering I'm using libraries to handle the physics, graphics, audio and input, but I've only made games using Game Maker and Construct.

I'm keeping a Devlog as I make this though, as well as putting the source code up on this page :)

So far I just have a placeholder square sprite that moves left & right, & jumps.  I'm working on music, but having trouble with audio formats, so it's going to take some work. It won't load my ogg files for some reason, just wav, and I can't afford the space for wav files. There may be a better way though... :)

https://zombievirals.itch.io/floppy-game-jam-untitled

Submitted (2 edits) (+1)

Cool! I'm doing the same sort of thing in .NET Core, C#. I'm also having trouble coming up with how to implement sound, since I would love to have sfx and music. I've worked with Midi before and it would be in my best interests to actually use trackers to build it, but I'm not sure how to read and process it back into audio other than bounce to wav (.ogg, or whatever codec...) And even then, I'm not sure how to play it back...

In any case, good luck! I look forward to playing entries, and if you find a solution, let me know :)

(+1)

Thanks! What I ended up doing is finding a library called Pizzacato.js and it isn't very big, like 35kb. Then I use functions from it and functions I'm writing in my program to make very primitive music, like practically Atari 2600 era, lol. I'm having to use a frequency to note chart to work with this right now, for instance, A4 = 440hz, C#5 is roughly 554hz, and so on.

I'm about to upload my latest Devlog and source to the page here. I'm sticking with Atari level sound for now(basic clean sine wave notes),
but I may be able to work my way up to C64/NES level chiptune at some point. I was considering MIDI too, but I looked it up and it just seemed like it was complicated, libraries looked big, etc.. I'm very new to programming too, I dabbled in some QuickBasic like 20 years ago is about it.

Submitted (1 edit) (+1)

Sounds Cool! I ended up porting my entire project from .NET Core to .NET Framework so that I could make use of "System.Media" (which is built-in to Windows!)  Only problem was, it wouldn't play midi files. So, I downloaded MilkyTracker (which I've had to relearn), and was able to output to .wav and VOILA, music in my game! Ended up using Console.Beep. Storage is not cheap XD

The Pizzacato.js library sounds like it will create a wonderful ambiance for a Floppy game. I'm fairly new to programming, having only dabbled in C++ and Javascript, am an intermediate in C#, and mastered GML (GameMaker Language... Yeah, that's not helped me much XD )