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Found 61 results

  1. Hi, I'm tinkering with a strategy game concept and I thought I could try web-based technologies for faster prototyping. I'm more of a Java programmer, so I'm learning the ropes, but I think that a web game will be easier to iterate on with over people : no need to install anything, just go to the link! I saw there are multiple frameworks: pixi, phaser, melon, babylon, etc. All of these have some basic support for UI, but it looks to me it still is pretty poor compared to DOM/CSS native features, or you need a greater involvement in graphics wrt code. Following a few tutorials, I could easily use Vue+Bulma to draw a quick UI prototype (see, only missing the game map (that will need another framework obviously), I think it would have taken me much much longer to do the same thing with Pixi (I tried it a few years back). However I see most game only UI is made in the same framework as the main game view (pixi, phaser, etc.)... So I'm curious... Why is that? Maybe my use case is a bit specific, relying more on UI than on animations? Or I missed some great UI library for these frameworks? Or for mobile screens you need a more integrated UI? What am I missing?
  2. Hi, My name is Nikky. I'm a 31 year old 2D graphic designer (vector) with years of experience, available full time for freelance work. I also had experience on making my own games for 2 years. I can do characters, items, animations, backgrounds, re-skinning, UI design, game cover, icons, logos, and any other kind of 2D art assets. My rate at the moment is $14 per hour, I can also work with a fixed price (with an asset list and a request art style). Well, I usually make deal on a fixed price after estimating the cost to the clients. Or maybe if you have some kind of budget for the art work, we can start negotiate from that. You can see some of my 2D art works for all kinds of games in I work fast, understand deadline, work on weekends and holidays, understand time zone deference, I don't sleep to much anyway, prefer Paypal for safe payments, not interested in profit sharing, or free works. I'm full-time freelance so my focus is on this. I can do most Graphic Art style (vector base). I usually do a test run of one or two of the clients request assets (usually clients also has a request type of style) to make sure the style, design, coolness, cuteness, etc fits them, no need to pay if the test run result doesn't fit you. But if it does, then lets do more actions! Feel free for asking me the estimate of the cost, it maybe cheaper then you think it is. You can email me at For Cost reference : Character Design : $7 - $28 (depend on details) +add $7 - $14 per animation (4 - 10 frames) (depend on details) Item $5 - $14 (depend on details) Background $14 - $56 (depend on details) Buttons $2 - $7 (depend on details) Etc. For a more accurate cost, give me a list, and I will calculate for a fix cost. If we have a deal, I will make some samples from the list to make sure you like the art style, if you approved then we move forward. etc. You can email me at for more details. Here are some of my works :
  3. Hey guys, I'm new to the forums and my purpose here is to find some mobile HTML5 games to buy specifically for "Android" devices. I am looking for someone who creates mobile web HTML 5 games; either already created, or can make simple games on the fly. The HTML5 games will need to capture user information (more will be discussed via pm). As well, games will need to have default features (ex: Automatically save the player’s progress, create a users profile, leaderboards, etc...). My project will also require a portal/hub, have a frontend and backend design (UI / UX). This is another project in itself but if you have experience with this that would be an asset (or if you can help with suggestions). I've scrolled through a few threads already and I see a lot of games for "license". I'm not interested in this and am not interested in "plugins" or "free games" as they are branded and have ads in them. So hopefully there's a few of you guys that can help me out. Please send me pm's only with all your information such as portfolio and email addresses. If you have any questions I'll be happy to discuss! Thanks for your time :). ~ WorldPeace
  6. I am coding new game for facebook instant game and need ListView (Scroll view) to make a leaderboard Where can i find that, for Phaser 3, thank so much!
  7. Refer to the link below, it looks like that the fatness of the font will be impacted by the width & height of the plain mesh. This is not what I expected. Actually I want the font be rendered normally no matter what the mesh size is. Is there way to fix this issue? How to calculate an appropriate size to make the font look better? Solution:
  8. Hi devs, This is my first post in this forum, because i am new on HTML5, but have a huge experience on mobile gamedev industry. So i need you advice, is that UI good for Web game? or i need to change something? I will appreciate any advice! Thanks!
  10. So I'm having a bit of a rough time doing something that seems kinda basic. I've tried doing a lot of research, but I'm really kinda stuck on the higherarchy pixi uses to create vector images. I'm creating vector based UI for my game, and to do this, I need to make a square frame (like a picture frame with the center open); and then rotate said square 90 degrees so it's standing on one of its points like a diamond. Basically, my UI is going to be composed of a bunch of these square diamond icons. Thanks
  11. Since Phaser is a web framework, we the developers, have a choice between drawing GUI (Menus, inventory screens, buttons etc) on the canvas or use built in browser elements with all the functionality and response and just connecting it to the game engine. What would you recommend? Drawing and handling clicks on canvas is a little harder, but if there are any sound benefits to that I would love to know. Thanks
  12. The edge of the button will blur, just like adding a blur filter.
  13. Hey all! I'm trying to make UI elements that are essentially sprites that act like progress bars in that they fill up or empty out as different things happen. I would like the empty and fill to be smooth and have a bit of animation to it and tweens would be perfect, but the shapes are varied instead of just a rectangle that I can change the height of. Something like the attached image is what I'm talking about but that isn't the sprite that I'm using: I did find this solution here using bitmapdata but it only seems to look right when you're increasing or decreasing it by 1 and any other increments make it jump around. It's also not tweenable so I have concerns about making the animation look smooth and nice. While it doesn't seem to be the right solution in this case, the images in that first post in the link are pretty close to what I'm going for, I think I may just have different requirements I've also looked into stacking two of the same sprite on top of each other and cropping one down to give the illusion of an actual health bar-type thing, but I couldn't get it to work as I'm imagining it. There's every chance that that is the right solution and I just don't know how to write it though. The final game will have several of these in a row to make a visual status bar type thing, so being able to control how full each one is individually is important, which hopefully doesn't make things even more complicated. Thanks for any help at all!
  14. hi every one. i wanna make Tool to control scenes with html5 i wanna make like under images's red box. can you recommand library to make that? thx
  15. Hey everyone, I see various games using the DOM for certain elements, I was wondering about peoples experience on this, I have a pretty complex HUD designed and feel it would be much easier to maintain and manage in the DOM and use events from the game to update the HUD. Would you suggest using the DOM or MelonJS? Advantages/downsides would be appreciated.
  17. So in leaning towards drawing the UI using the DOM, CSS and a JS framework of choice, but am a little unsure what's the best tool for the job here. Seems counter intuitive to create a user interface in phaser when this is the web's strongpoint. I wrote a proof of concept with React-Redux but having to dispatch an action for every event is a little bloated; I want my UI to display live unit stats (as well as buffs, effects, queued actions etc), but even though the redux reducer contains objcect references to the game actors, the html components never update (obviously, as this isn't how react works as such) Anyone got any better frameworks in mind, better suited to live, per-frame updates? Angular 1 I've used a lot, but it's got poor performance IMO for fast updates against groups of complx objects - never used angular 2 so unsure if this is a better option and they made things faster. Ditto vueJS; seems to have growing popularity but not sure if it's geared towards fast, live updates or more static, 'react' esque. Thoughts?
  18. Hi all: I'm trying to integrate a register form into my phaser game. I have no problem with text input, radio or checkbox, but i have no idea of how implementing a combobox. Someone has implemented this succesfully? I need to show a country combobox. Thanks all!
  19. I need to make whole stage scrollable with scrollbar. Can I just make a huge renderer on page (bigger than browser window) and scroll using browser scrollbar? Or this is a bad idea and I need to make my own scrollbar inside renderer using pixi.js? In both cases I would make offscreen sprites not renderable for optimisation.
  20. Hello, i'm trying to create a configurator for furniture based on this model : but i didn't find how to create the ui on the right. Can we interacte whis the scene with html ? if its possible how do i do ?
  21. tl;dr: An HTML based UI component system for phaser. MIT License, and links to pretty pictures and videos at the bottom. So I have spent the last week or so working on a new way to handle ui components with Phaser. Most of the UI plugins out there are created with Phaser which means Phaser not only has to handle the game but the UI as well. Meaning that Canvas/WebGL has to handle both the game and ui. With other games platforms versus web games this is not an issue because performance is expected so the systems typically are beefier. With web games the games can be played on anything from an older tablet to an Lenovo Thinkpad to a raspberry pi. So the systems that these games can be played on can be lacking in power. As a developer you want your game to utilize as much of the accelerated GPU as possible. Chrome and other web browsers tend to offload Canvas and WebGL rendering to the GPU. While some aspect of html nodes, most of which are minimally impactful as opposed to the Phaser created ui components. This is where this plugin comes into play. Introducing Phaser Web Components. A growing library of HTML based elements to handle all of your UI needs. You can use your standard HTML elements to create your UI as well as use the custom components that are packaged as well. One of the great features is that you can attach these components to Phaser game objects and they will move with the objects on screen and the disappear when the object no longer is on screen. Already there is a lot of power with this library and it is barely a week old. First off, its free. Not just free to use but you can customize the library how you see fit with the MIT license. You can create your own custom components and if you wish to give back you may even create a pull request and share your work with everyone else. Also, each component has minimal dependencies and some only depend on the base web component which means you can build the library for your game and cut out any fat with ease. Documentation is a thing that it is currently lacking. However, with each control I release I update the wiki page for that control with the base code to get that component up and running. At the moment it is light but expect the documentation to grow over time. I am also at the constant keeping things up to date with the release chart so that way people can see what to expect with things coming down the pipeline. Also if you wish to see work done on a component that doesnt have a release date yet, to see if it can be focused on, or if you have a new idea for a component then you can request that through the issues tab in github. With all that, if you wish to see it in action, below are some links to screen captures of **some** of the components that are already working. GitHub link Damage Indicator Name Plate and Stat Bars Marker Window Volume bar Video Player Avatar Icon Screen Splatter Component improperly loaded
  22. Hello all, I apologize in advance if this question has been asked and answered N times already, but I have searched through the forums, and slogged through the vastness that is Google, and haven't quite come up with an opinionated-enough answer that influences my desires. My (simple) question is this: What is my best option for implementing UI elements in a Babylon.js-based web game? My (more complex) question is: Given that I want to provide (1) performant (2) support for responsiveness (handheld, tablet, computer) in a user interface which (3) allows for things like multiply-layered (e.g. controls over render-texture over background) UI widgets, (4) text rendering similar to DOM capabilities, that (5) integrates well with Babylon.js, and (6) is currently supported/actively developed, what are my actual options? (1) my options are DOM (slow), canvas (better) and WebGL (best) (2) can be influenced by media query-alikes in order to support different devices (3) not sure, this sounds like custom witchcraft (4) why not just use DOM?? (5) bGUI :-) (6) Not bGUI :-( I've built a UI library in the past, so the concepts are not foreign to me. But since I'm in the research phase for my own project, I figured I would reach out to the BJS community, and perhaps spark an A vs. B flame war. (Kidding!) Any thoughts are welcome, so please fire at will
  23. Hello, I am new to Phaser. What is the best way to create scene (menu, top, settings, game itself) for puzzle game? Should I create scene manually (code) or should I use some GUI and export results as JSON file which later I can use in Phaser? Thanks in advance and I hope my question was not answered hundreds times
  24. I need both World Space Canvas & Screen Space Canvas! What is the best approach for that? I have Confusion Regarding Canvas2D & Babylon GUI. Also, if there is something better available please suggest it! The World Space UI will include Video, Image, Text etc.
  25. Hello, Trying out Canvas2D, getting: 'BABYLON.Text2D is not a constructor' Using alpha version ('babylon/babylon.3.0.0-alpha.max.js'). Did anything change, or is extension needed? Thanks!