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A member registered Feb 28, 2017 · View creator page →

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For multiplayer I think it would be best to use something pre-made specifically for the type of multiplayer style you want. A framework or service.

From what I can tell from the few html5 games i've released so far, theft of games is very much less compared to how it was in the flash era.

To effectively hide code the games logic would have to be all server side, just serving up results from input.

Hopefully all the polish and little updates will get done this week, I'm also working on the documentation for the code library behind this game,
that has taken the most time, but is almost ready now, hopefully in the next week or so this game will be released.

You'll want to first look at line 27 in main.js and then line 39 in main.js, what happens in global.js is due to those first two errors.

I've got the shells falling differently.  When not moving they will fall straight down, when moving through the air they will then go forward a bit.
At the end of the game fireworks will go off and the game shows the tally of how many of each baddie was beaten.

For the past couple months I've been pondering this conundrum,  I would be interested to know how many art devs consider things like this.
But I've figured out that it's possible to streamline an image into the page such that it does not get loaded as a whole. 
One could even send out a dummy image, the next game I release will be using such methods, and it will be part of my open source library.
Generally bringing some of the benefits of binary compilation to html thanks to the html5 canvas.

Working on sounds on songs still, and testing out game play and difficulty. Also still working on the shell casings a bit and a few other little things.

I went ahead and did the shells quickly in about an hour or so this morning, since I basically had a system in place already in another game, it wasn't hard to do.
  Let it rain shells :)

They are SceneryObjects that when they hit the ground I bounce them randomly one time then draw it into the display taking it out of a movement array.
The way that bullets, pellets, and now shells are handled is that they cycle through 150 pre-made projectiles, so only 450 total projectiles ever exist.
Next up is sound, then it'll basically be ready. I've been working on a couple scores I'd like to use.

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The next game I plan on releasing is called Subsist Baddies, its' a 10 wave platformer survival shooter.

I made it rather quickly and thought I would be done with it fast, but various browser compatibility issues were brought to my attention,
and I've been working on that and also on a way to streamline the loading of a sprite sheet. With those aspects generally complete now, I feel ready to release it and to start releasing other games I've been sitting on. 

This is what the game is like so far:

The player has limited bullets and has to keep collecting bullets which only spawn in certain places each level,
it's possible to collect more than enough bullets and possible to run out if you don't pay attention,
between each wave 1-3 points are awarded for upgrades of speed power or stamina.
The one thing I want to add now is shell casings, such that the level fills up with shells,
then I'll add the sounds and it will be ready. 

Any thoughts and ideas would be greatly appreciated.

The perfect game engine =  going straight from art to code.  An engine that takes art as input and outputs a whole complete game.

Many of the engines do almost that, but generally there is some level of coding or scripting involved.

Unity has everything you could possibly want to make any kind of game.

Construct outputs games that work well even on older computers.

Many people seem to like Godot.

 Pico  works well on older devices also.

But I don't think any of those tools are going to run well on a tablet.

It's generally best to learn some Javascript, using just Javascript and html you could make your own web games from scratch.

For me, when developing, I like to have a really big screen and a keyboard, if your tablet can have a keyboard,
you would be able to do Javascript development generally comfortably,
but I would say that it's best to have a desktop/laptop with as big of  a screen as you can get, and a mouse and keyboard.

39, first jam ! 

A few good spots for general html5 learning resources are html5rocks html5gamedevs and  Also w3schools is a great html/javascript reference resource.

To generate a base64 string from your image you can use an online "base64 image encoder".
Then to bake the string into css you'll use a data url like this:

div#backgroundDivId { background: no-repeat url("data:image/png;base64, ...."); }

That way the css and images would get loaded as one before the game starts.  

And take heart, as you work on and release projects, you'll only get better and better.

Ok, so your making a from scratch project. My guess is that you have multiple image files that you are loading. And you've mentioned backgrounds, so perhaps each background is a separate image? My advice is that you put all of your images together as 1 huge sprite sheet.
And then using 'blitting' to copy from that sprite sheet onto your games canvas.

[ This is how to copy from a section of the source, to a section in the canvas:  
  canvas.context.drawImage(source, from x, from y, from w, from h, to x, to y, to w, to h) ]

Using drawImage you would copy each background from the sprite sheet onto the display canvas element. So instead of loading a new background you would be drawing from 1 sprite sheet that is fully loaded before the game starts.

You should never have more than 1 or 2 canvas elements in the DOM.  For better performance you should use 1 loaded sprite sheet and off screen canvas elements that you draw from onto a single displayed canvas.

If you have static (non-animated) html div elements that need a background, another option is to bake the backgrounds into the css of the div by using a base64 data string of the image as the css background url.  

Are you using a engine/ide? Like Unity or any others? 

Simpler Land Become a Ninja

An open ended hop and bop platformer with rpg elements. 
You have to figure out how to become a ninja, and then as a ninja go through the whole land defeating all the monsters.
And there is one final boss at the end of the land. 
The towns people give clues as to how to become a ninja and some will say different things when you are a ninja.
You can also pick up and throw the light colored stones. 

Space Dog Fight Demo


It's finished. And it works rather well on a galaxy. And on my cheap walmart go edition tablet it also works rather well.

I put the rotation control on the left and directionals on the right, to me it feels better that way.
This controller is now also part of my open source tabageos library, the source code for this demo is the best place as of now,
to see how to use it in a real life example. 

The middle of the circle is the controller rotation point, and the circle is in a html div that gets touched,
and that div is inside of a whole controller div that gets resized to the screen, and therefore all divs inside it automatically resize.
Touch move events are captured and then the points translated to the game size points,
so i'm able to calculate things from my graphics editor as if the game is always the width and height made in the graphics.

Then its basic geometry,  Math.atan2(), to get the rotation  in the circle, then that rotation value is applied to the players ship.

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I've got it finished pretty much, I am now looking for a few good images to put together a better looking controller.

The controller appears at the bottom of the game, so the whole game play area remains visible not needing to be touched.

At first I tried having a circle of html divs, one for each rotation value, such that I would just have to detect which div the touch is moving over,
instead of doing any math. But touchmove events don't cross over, if the move started on one div, even though the finger moves over another,
it still registers as the same div being touched, until the finger is let go. So it has to be done with one div and Math.atan2. It's not so bad, I thought it would be,
the scale of the screen has to be accounted for, you have to convert the touch cords into cords that match the width height of your game not the screen,
figure a middle point to rotate around, and then use atan2 to rotate around it. My library already has a Class that calculates screen to game cord offsets, so I did not have to recreate that it was already there.  In an hour or so I should be back to update the demo.


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So I've got a space shooter demo working for the most part, the player rotation will work when at no scale or at full scale.
And works great on desktop/laptop.

The problems arise when trying to play the game on phones/touch devices. It works but most will rotate strangely.
My idea is to create a rotation controller, much like the normal controller that is there now, except it will take in rotation and apply that to the player. My thoughts on how the controller should be laid out is that it would have rotation on the right and directionals on the left, with perhaps two buttons above the directionals as a and b buttons, with start and select/back in the middle. 

When finished, I'll include it as part of my JavaScript library that anyone will be able to use in their games.

Update: I've got it finished, it works well on my touch devices. I would love feedback from people who try it on their phones.

A fun little infinite runner where you also collect as many gems as possible.
Works well on touch devices.

I had hoped to have a demo for you by Christmas, lol, but that did not happen.
Please forgive the long delay, but I've uploaded a demo that you can learn from.

The players rotation will work at full screen and at no scale, but not in between, the code would have to be edited for it to work when scaled in between.

It uses just basic trig to make it seem like the enemy plane is thinking. If the player is really close to it, then it will start to circle the player,
when the player is away from it, it follows a pre-defined path.

You can use the source code to make your own game, free/commercial.

What took so long is that I was trying to finish the documentation as well, but I'm still working on the docs, which will take some more time. 
I hope the demo gives you some good ideas.

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Great quality stuff!

I would accomplish turning by animation only, the ai would not think about turning but rather just simple vector and point math.

Easing to a heading and then rotating the sprite to face its heading would give the effect your after.

You would only rotate the sprite towards a heading if it is a defined amount close to other planes, 
otherwise it rotates towards whatever direction it is already going.

You've given me a great idea for a simple example, I'll try to have it done by Christmas, I'm also working on releasing my whole library that I use for making games, and then also releasing an editor I made that turns art into code. 

Dog fighting, as in two planes shooting at each other?

The players plane could move using arrows or wasd, let it move freely all over the screen.
An enemy plane would chase the player;

chaseTime = distance between the two planes /  players max speed.

heading = a point that is the players speed * chaseTime added to the enemy planes x/y position.

And then the enemy plane should ease to the heading point.

Then you would create a pool of bullets, you don't need much, and use that pool for shooting and displaying bullets,
each bullet being marked either a player bullet or enemy bullet and collisions being handled that way, but both player and enemy reloading from the same bullet pool, it is a efficient way of handling bullets.

I have something for you that will "magically" turn art into code. Reading this post has given me a little motivation.

I say it should be ready for a pre-alpha release by no later than February. 

As of now it can export platformers and top downs to hml5 and android. It operates using just placed art and the names of user defined animations.

I'm working on a stylish hack and slash right now with it,  also the last game I just released was made with it.

Separating it out would be fine, I would just piece together the ones I wanted.

A simple hop and bop platform game, where the goal is to defeat all the enemies.
It works generally well on all devices and can be played with a connected game pad.
Very simple pixel design and open ended.
It has rpg elements as well, like talking to townspeople and having to figure out how to access different areas of the game.

Game walkthrough:

To become a ninja, pick up two stones and take them to the beginning of the outskirts (the brown land)
throw one on the ground and then the other on top of it so that you can jump up to the ledge,
go up on the ledge and into the next scene and you'll see a red fire monster after you pass two scorpions.
Defeat the red fire monster by jumping on it 5-6 times, and it will drop a red pill,
take the red pill and you will turn into a ninja and be able to double jump and wall jump and wall slide.
There are parts of the land that can only be reached as a ninja. Thanks for playing!

After I release some more games I will also be releasing the app behind the creation of these games.

A sokoban style puzzle and skill adventure.  Seventeen fun and challenging levels,  ChamberTraveler.

HTML5 files and .apk file for android 5+.