MaraPets is a free virtual pet site with free flash games and dress up games. We are always creating and adding new content to the game. Turn off ads with YouTube Red. This is the 1st video in 'Make a Game'. How to make a Horror Game Unity 3D.How to Make A Mobile Virtual Pet Game with HTML5 and Cordovaby Pablo Farias Navarro. In the busy world we live in, most people don. Virtual pets are computer programs that simulate the interaction with a real pet, so that you can have a play with them and keep them healthy and strong. Given their popularity and how they. You can also clone it from Github. If you want to see the finished product go here to see it live. Who made the game artwork? All the artwork of this game was created by my company Zenva and you can use it for commercial and non- commercial projects, no attribution required (although if you make the next Candy Crash please buy me a world round trip). Learning Objectives. In this tutorial you. A webview is a native widget that renders HTML/CSS/Java. Script in a native app. Cordova is an Open Source tool that allows us to wrap our HTML5 apps and games in native platforms, and that also provides a bunch of API. Cordova can be extended to include basically any native feature by creating Cordova Plugins. Cordova or Phonegap? How to Create a Simple Android Game - Lesson 1. Mobile Mass Appeal 543,967 views. 8:20 Android App Development Tutorial Part 1. A tutorial by Pablo Farias Navarro. How to Make A Mobile Virtual Pet Game with HTML5 and Cordova. I thought it’d be interesting to create a HTML5 virtual pet game demo. I get this asked very often and see this question posted all the time so let. Then, Adobe bought the startup that created this awesome product, along with the trademark Phonegap. The Open Source project was given to the Apache foundation and was renamed to Cordova. Currently, Phonegap is nothing but Cordova + some custom default configurations + Adobe services including the ability to build in the cloud. In this tutorial I. If that is not the case feel free to check my Java. Script course at Zenva Academy for a very fast- paced learning experience. No prior experience with Phaser, Cordova, Android or game development in general is required to follow this tutorial. Games built with Phaser can. They need to be run using a web server. For a Phaser game that doesn. This will obviously don. Nonetheless this game will not break if Cordova is not present, you can still run it from a normal web browser. In order to run the game in your computer with the Cordova API. The XDK can be used as a code editor but my personal preference and what I used to make the game is Sublime Text. HTML5 Game Development. Through out human history, as soon as a new technology comes out (electricity, computers, the Internet, virtual reality) somebody in some corner of the world will make a game with it. Free Virtual Pet Game. Welcome to Sylestia, a Free to Play Virtual Pet Game: Sylestia offers players a wide range of your favorite features of Virtual Pet Games! By Hilary Reed I really love Hatchi. It is the first and only virtual pet game that is accessible for the blind. FooPets are the world's most realistic virtual puppies and. Simple game with HTML5 Canvas. A resource for developers looking to put HTML5 to use. North Kingdom built an immersive multimedia experience optimized for modern mobile browsers using Web. HTML5 was of course no exception. You can make games without any library using simply Java. Script and HTML, but that path is only recommended if you want to spend time making a game framework instead of making an actual game. The reason being, most of what. Framework developers will make sure that. Since we are dealing with cutting edge technologies, not everything is documented, not everything is on Google or Stack Overflow. Learning how your framework works will ease your development process and save you heaps of time down the road. Some popular free and Open Source frameworks include Phaser, Quintus, Melon. Js, Crafty,Babylon. D games. Phaser has one of the largest communities at the moment and is constantly being improved and adapted to new platforms as they come out. Have the following ready before we begin. As usual, I. You can also use the minified version instead. Normally I like to develop with the non- minified version so that I can inspect the code easily. When creating a new game, we can enter the width, height and the rendered that will be used to display the game on the screen. If we set it to auto, Phaser will try to render it using Web. GL and if that fails, it will use the Canvas API, all of this 1. The main methods are the following (to see all the available methods see the documentation for the State object): preload() in this method you preload all your game assets, show a progress bar and define some other game configuration. In my sidescroller game tutorial at the HTML5 Hub I implemented a progress bar. In createyou start (as the name suggests) creating objects in order to initialize your game. For example, collision detection, user input, or if a sprite leaves the screen. As you see in the code, we create a Game. State object that has these basic methods and we assign it to our Phaser game. Why do we need to preload assets? What the preloading process does is load the assets (images, tilesheets, audio files, json files) from the disk to the RAM memory. Reading a file from the RAM is much faster than doing so from the disk. When you need to show a character in your game or play a sound, you want that to occur without delay. If you were to load assets from the disk as needed, your game would feel choppy (think of a website where images load one at a time, or that Facebook timeline where some elements never finish loading). All of these assets are loaded by an object called Loader which is available in our Phaser Game object: //load the game assets before the game starts. When we refer to a particular image later in the code it will always be by it. This file is contains a spritesheet, which is a group of different images. The Loader class has a method called spritesheet that allows us to load this type of images so that we can later refer to individual frames and create animations. In the create method add: this. If you reload the page you should see our nice backyard background image: The coordinates in Phaser (and when working with the Canvas and Web. GL) have the origin on the top- left corner. X is positive to right and Y is positive downwards. When you place a sprite you specify the coordinates of the sprite. So what we did with the background was to place it. If we want to make our game adapt to different screen sizes, Phaser comes with a Scale. Manager object that provides us with a few options. There are 4 available scaling modes that you can use (if you read my sidescroller game tutorial at the HTML5 Hub you may recall I mentioned 3 modes, well a 4th one called RESIZE was added very recently!). The following image is very self- explanatory as what each mode does (the image is from my retro RPG Huungree, built on HTML5 and available for i. OS and Android, if you want to learn about the development process of this game watch this video). In this tutorial we. The following code will go at the beginning of the create method. It will set this type of scaling and it will also make sure the game is centered vertically and horizontally, and that if the size of the screen changes (example resizing the browser. See how we specify, besides the asset key, the frame that we want displayed (in this case the first one, index 0), counted from left to right (remember the pet is a spritesheet which contains many frames): this. When we place the pet I. For that, we need to modify the pet. You could of course have many different animations in your game, and ideally different animations for different situations. In our game, this animation will be composed of the frames 0, 1, 2, 3 then back to 0. Frame 4 is for when the pet dies. The way we work with frame animations in Phaser is firstly we define the animation and give it a unique key (that we will use later to refer to it): this. More info in the Animation class documentation. If you want to play this animation at any point in time just do: this. See if it works! The images have already be loaded in our preload method. Now, we want to listen to click/touch events on them so that we can select them. Once selected, we want to dim the image a bit. When an item is selected, if we then click anywhere on the background, an item will be created. For example if you click on the apple button and then click on the background, an apple should be created on the background. The only button that will work differently is the spinning one, but we. The following goes after we create the pet sprite: //buttons. To(0. 5). this. apple. Params = . This is not a Phaser feature, but rather a way to save specific properties to a sprite that I like to use. I prefer to put every custom data there so that it doesn. As you can see, each item will add/subtract and amount or health and fun. Enabling user input on the sprite. Setting a method for when the user clicks/touches the sprite. In this case a pick. Itemmethod for the apple, the candy and the toy, and a rotate. Pet method for the spinner. I want to keep all the buttons in an array which I called . The first parameter gives us the sprite, the second parameter gives us an object with information about the event (such as coordinates, etc, feel free to try console. Blocked is a variable that we. Lastly, we assign the selected sprite to the this. Item property. The clear. Selection method is very straightforward and all it does is set the alpha values of the buttons back to 1, and clears the this. Item object.//clear all buttons from selection. Selection: function() . This method will grab the coordinates of the event and will create a new sprite on that location. We will later on make the pet move towards the new item and . If any of the two goes down to zero, the pet dies and it. Add this after the pet sprite creation in the create method: //custom properties of the pet. Params = . They need your constant attention andt hey will die if you forget about them for long. Add the following at the end of the create method: //decrease health and fun every 1. Decreaser = this. Phaser. Timer. SECOND * 5, this. Properties, this). Decreaser. timer. What we just did was create a looping timer that calles the reduce. Properties method (that we. We save this loop in a property of the Game. State object so that we can initiate it or stop it at our convenience. Then why are we not using it? In this case, I wanted health to be just another property (along with . When the pet dies, we. It loses health and fun over time until the game reloads. Tweens allow you to create a transition between two values for a property (or many properties) of a sprite. This is the final version of place. Item: //place selected item on the background. Item: function(sprite, event) . Make sure to uncomment the input listener for the .
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