HTML 5 refers to new web technologies such as high performance JavaScript engines, canvas 2D and WebGL, video and audio tags.

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3
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2answers
362 views

Collision detection between draggable object and world objects?

I have a game I'm making in Javascript that will involve combining items by dragging and dropping them onto each other. Think Alchemy or similar. So far, so good, but I hit a snag while trying to ...
1
vote
2answers
116 views

2d mmo open world connection and reconnection

I am trying to create an 2d html5 open word (the sprite does not have any fancy flare, just shapes around) with only maximum of 10 player at once. My question is how to create a seamless join for new ...
3
votes
1answer
78 views

Call a native mobile API in Construct 2?

It is possible to use mobile api features in a Construct 2 game (html 5 / js engine) ? I didn't find anything about that on the net, unlike anothers game frameworks like Corona Entreprise or ...
3
votes
1answer
294 views

Shadows in html5 canvas game

I'd like to ask for reference. I met an article about how to cast shadows in games. I'm using html5 canvas (currently without webgl) with javascript for my projects. The article mentioned above is ...
2
votes
1answer
135 views

Centering camera on player div

I've been making a roguelike-style game in HTML5 without using canvas (only divs) with pure JS (fiddle!). I've been trying to enlarge the tile size (font size) while keeping the player centered within ...
1
vote
1answer
123 views

Drawing/adding shape objects with the mouse on html canvas

I've started with the canvas paint tutorial from link which worked fine with a few problems that can be fixed later. I've been checking a lot of posts on drawing shapes on the canvas but they all use ...
-1
votes
1answer
78 views

Test your Mobile App's Code

I am new to game development in HTML5, and I would like to know how I can test my code out to see what I made with an IDE or something. Thanks!
-1
votes
1answer
666 views

Framework to build scrollable map with item selection in JavaScript?

I need a mobile device to be able to scroll a large, static map image, and also be able to select PNG image "objects", like this: What would be the simplest method? HTML5, jQuery, Sencha Touch, or ...
-4
votes
1answer
922 views

Can I make a downloadable .exe app for my game if I make it in HTML5?

I was going to make a MMORPG in HTML5 and javascript but I think I'm going to make a singelplayer first after all.. It would be nice to make the game in html5 anyway so the transition to making an ...
3
votes
0answers
44 views

Check if a point is touching a user drawn curve in HTML5 canvas

I am having trouble detecting whether a ball is colliding with a red curve. The curve below is an example of what a user may draw on to the canvas. I can't think of any fast ways to detect collision ...
3
votes
0answers
229 views

Card Masking in Phaser

Good Day, I'm new to Phaser and still learning about it to. I am challenging my self to create a simple animation of a card flip somewhat realistic rather that making use of a scale. This is ...
2
votes
0answers
58 views

tilting image for mode7 game in HTML5

I'm making a mode7 game like mario-kart and I need to tilt the image before I draw it, I have tried using a buffer canvas to tilt the image then draw it on the games canvas but this makes it laggy ...
1
vote
0answers
100 views

How should browser based muiltiplayer game state be syncronized using WebSockets and a Node.js backend?

I'm in the process of learning how to create browser based html5 games. I'd like to eventually be able to achieve a game with mechanics very similar to that of the game agar.io. I've been observing ...
1
vote
0answers
126 views

touch mouseOver in createjs - DispatchEvent() not working in iPhone/iOS

I have recently developed an html5 game using createjs and I am currently in the testing phase. The game seems to work fine in all the devices except for the iPhone. After careful analysis I have come ...
1
vote
0answers
25 views

CocoonJS draws shadow around tiles

I am using CocoonJS launcher on iOS for a simple tiled game. Calling canvas drawImage for tiles adds a shadow or ghost border around tiles. See this screenshot: ...
1
vote
0answers
133 views

Balancing fight script in Text Based Javascript Game

I'm working on a little text based javascript game and I've been using chromes Javascript console for the output. The 'game' works off a series of methods written into an object called Player created ...
1
vote
0answers
44 views

Maintaining relative location of objects across different screen resolutions

I'm developing a very simple interactive HTML5 game, in which I need to show a room having multiple objects like cupboard, table, fan etc. How can I bind all of the objects together, so that they ...
1
vote
0answers
60 views

Improving performance on older Androids

I'm learning to build html5 games for mobile. I'm worried about the FPS animation on older model Android... as I use a lot of setTimeouts to update certain aspects and would like some suggestions on ...
1
vote
0answers
957 views

How to turn a 3d camera (in HTML5 2D Canvas)

A few years back I started experimenting with 3d in canvas. Everything went pretty well untill I had to to turn the camera, I couldn't get it done. A few days back I just happened to stumble upon ...
0
votes
0answers
59 views

how to disable touch in Quintus?

hi i'm new in web games development and trying to build card game using the Quintus game engine i have object called card i can touch and drag it in the screen but i want just to touch and drag it one ...
0
votes
0answers
117 views

Drawing a object with Box2D and HTML5 canvas on current mouse position

I'm attempting to create a air hockey type game with HTML5 canvas and JavaScript, using Box2dWeb for the physics calculation. I need a way to draw the puck at the current mouse x and y position every ...
0
votes
0answers
73 views

HTML5 Canvas: Get rect coords after rotation (relative to screen)

update: function(delta) { for (var i = 0; i < this.bullets.length; i++) { this.bullets[i].velocity = this.bullets[i].speed * delta; this.bullets[i].contextX += ...