Quizland Conquest now on Codecanyon

Hello,

This is my latest game named Quizland Conquest.

A STRATEGY / TRIVIA GAME, WHERE THE PLAYER NEEDS TO ANSWER TRIVIA QUESTIONS TO PROGRESS AND CAPTURE NEUTRAL OR ENEMY POINTS ON THE MAP.

USE YOUR WITS AND DEFEAT UP TO 3 COMPETITIVE A.I OPPONENTS, OR YOUR OWN FRIENDS!

 

 
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My game for GameJam #48: Rabid-Rabit

Hello all, not many hours ago I submited my game for Game-Jam #48 on itch.io. The name of the game is Rabid-Rabit and the theme for the jam was “Mad Science”, the game is a gathering game with a few twists & science!

EDIT: WE WON! View all results here: http://itch.io/jam/js48-1/results
Thanks to all who helped, rated, played! This feels great and gives us strength to do more!

You can find it here: http://itch.io/jam/js48-1/rate/39171

 

Graphics

Here are some of the graphics provided by my sister: http://graphicriver.net/user/elinadobs

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Mind the Gap: HTML5 Puzzle game

Hello all,

I have released another puzzle/arcade game called Mind the Gap.

Mind the Gap is a puzzle game where the player needs to throw a spinning disk and reach the victory area on the top, while avoiding the blocks.

The game is perfect for desktop and mobile play, and supports click & touch events.

Created with HTML5 canvas and Phaser.io game framework.

  • Support for mobile and Desktop
  • Ready for launch mobile stores with Phonegap/Cordova
  • 20 Levels of increasing difficulty
  • All game graphics are included (.psd format)
  • Easy config with .json to add infinite amount of levels

New Game on Codecanyon > Jaws Saga: 3000AD

Hello all
I have launched another game on codecanyon which uses Phaser.io at its core, it is an arcade game of sorts like lunar-lander but with a shark… and rockets… and traps and you must never touch the floor, ok its nothing like lunar-lander apart from the low-gravity…

speed (4)

Check it out: Jaws Saga: 3000AD

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Phaser.io how to use atlasHash to your advantage.

Lately I have been using Phaser.io as a game framework/engine. And one thing that is quite tedius, is to manage your Sprites and animation frames, it is roughly 40% of your game development time.

However there is one tool that now -that officially supports Phaser- cuts down this time at least by 90%.

View more info or download TexturePacker here: https://www.codeandweb.com/texturepacker

The tool is named TexturePacker and allows the load of all your assets and combines them very conveniently into a single Spritesheet and exports that Spritesheet along with a .json file that “tells” Phaser where to find each frame (based on coordinates on the spritesheet), this is called an atlasJSONHash/atlasJSONArray.

I have attached a video showcasing a very rough export that I will use to create today’s codepen example (see below).

Here is the end result of our game.

See the Pen OPpgZw by Michael Dobekidis (@netgfx) on CodePen.

Continue to see details about creating a Player and animations with atlasJSONHash.

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[HTML5 Game] Nightcast, horror game

title
Nightcast is a horror game that places the player in the role of an adventurer that moves through a dark forest (too dark) and has only his trusty flashlight to guide him. As ghosts appear the player needs to dispatch them swiftly before the fear overwhelms him.
features

Game is ready to be compiled using Phonegap (config.xml included)

You can view/get the game here: Nightcast on Codecanyon

Phaser Powered Android Game: Okto*

Last week I launched my first Android Game that is powered by the amazing gaming framework Phaser. It is a reflexes and coordination game.

You can download it for free from Android PlayStore here

Okto Gameicon_96

You can also learn a bit for the Phaser Game framework from here: Phaser.io



The game source code is now available from Envato Codecanyon here: Okto* @ Codecanyon.

The compilation of the game was done with Adobe Phonegap Build.

Enjoy!

Remote collision detection (for games)

Hello all, so I have been pretty active on the “create games” front but not so much for blogging, sorry about that… So I come to you now with a Pen that razed over 1500+ views on codepen and 14 hearts so far…

It’s my implementation of a remote collision detection system that uses degrees instead of bounding boxes. This works well for games where you want to calculate the position of the shoot but the “cannon/lazer/fazer/tower” is not near the target, so instead of creating long bounding-boxes. We just calculate the degrees between the source (cannon) and the target(enemy). And when the cannon is rotated on those degrees it can fire.

Here I will show how a tank can “detect” the enemy. Here’s a quick example and the code will follow:

See the Pen Remote collision detection by Michael Dobekidis (@netgfx) on CodePen.

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