Kaboom.js has a discord server where people using Kaboom ask questions, share their projects, share plugins they made and even contribute code to the Kaboom github repo. I really recommend joining if you can. Here's the invite link : discord.com/invite/aQ6RuQm3TF
Loving your videos so far!! I've done 2D portfolio, Kirby, Metroidvania and now this. What are your thoughts on doing a click to move top down 2D rpg game made with Phaser.js? Using pathfinder A* when moving. Love the videos, please keep them up! All the best
hi In the demo version of the game it is currently the case that as soon as someone defeats one of the four pokemos, you immediately become the champion. how come? Shouldn't it only be after 4 defeated opponents?
You're right, thanks for catching this! In the source code I had : github.com/JSLegendDev/Pokemon-like-Game-Made-in-Kaboom.js/blob/7a5dce6f9245178a0608a002185d3c676b5ebe74/scenes/world.js#L250C9-L250C12 if (worldState.faintedMons < 4) { content.text = dialogue; } else { content.text = "You're the champion!"; } This won't work since faintedMons in worldState is an array. We needed to get its length. We need to do this instead : if (worldState.faintedMons.length < 4) { content.text = dialogue; } else { content.text = "You're the champion!"; } Fixed the issue in the demo and updated the source code on GitHub as well.
Hi, glad to help! Can you share more details about what you did up to that point? Do you have any error messages? You can compare your code with what is in the repo also btw. github.com/JSLegendDev/Pokemon-like-Game-Made-in-Kaboom.js/blob/master/main.js
Hi! Pixi.js is a library that takes care of the graphics so you'll need to pair it with other libraries to handle physics and sound for example. The advantage of Pixi.js is that you have more control over the canvas and how you decide to make your game. The disadvantage is that you have to write a lot of code to do features already offered by Kaboom and Phaser by default. Both Phaser and Kaboom are "game engine" libraries. They offer everything you need to make games which include playing sounds, loading sprites and setting up animations, a physics system, etc... Phaser is older and more established but the documentation is harder to understand and is very heavily OOP based. Kaboom is newer and offers an API that is more intuitive and easier than Phaser. It offers many features that makes it even easier to make games quickly. The drawback is that it's newer therefore there are less resources online and it's less performant for the time being. Hope this helps clear things up!
@@JSLegendDev hey thanks for the explanation...I tried kaboom's playground just now and it looks simple indeed which is great! Is there any performance test anywhere I can find about Kaboom vs the rest?
@@pietraderdetective8953 I don't think anyone has made benchmarks regarding this. If you ever find something, feel free to share it with me here as well.
Hello, what a good tutorial, I needed something like this for godot or game maker, because I only know how to use RPGMAKER 😅. By the way, you have some very cool sprites, *wink, wink 😉
I'm wondering if you'd be interested in a tutorial where I teach programming in javascript from the ground up so that someone that is an absolute beginner can follow it and then show the viewer how to build a game using kaboom.js. I honestly think that once you learn a bit of programming using kaboom.js is much simpler than using Godot or Game Maker. Awesome work on the sprites by the way!
Hey! Where are you trying to call "makeTile" in your code? At 16:29 I create a makeTile function within the setWorld function. This means that if you try using makeTile elsewhere outside of the setWorld function you're going to get a not defined error. It's a bit hard to know for sure what the issue is without more info. If you could share more context it would make it easier for me to help you.
In your index.html do you have the script tags in the correct order?
world.js should be added before battle.js and main.js. Also do you have the correct path. Remember that world.js which contains the setWorld function is within a scenes folder. If you still have the issue, provide me with more details about what you have done and I'll try to help.
Kaboom.js has a discord server where people using Kaboom ask questions, share their projects, share plugins they made and even contribute code to the Kaboom github repo.
I really recommend joining if you can. Here's the invite link : discord.com/invite/aQ6RuQm3TF
@@josep4373In JavaScript or regardless of programming languages used?
@josep4373 For c# it's Unity but for C++ it's Unreal engine.
It was such an amazing class! Please keep bringing more classes like that!
you've earned a subscriber
Loving your videos so far!! I've done 2D portfolio, Kirby, Metroidvania and now this. What are your thoughts on doing a click to move top down 2D rpg game made with Phaser.js? Using pathfinder A* when moving.
Love the videos, please keep them up!
All the best
Thanks for watching! I don't have plans to use Phaser. I tried it out but I really don't like it.
You know what, I might give Phaser another go!
@@JSLegendDev I'll be waiting for the video(s)!!!
awesome, thank you for this tutorial
No problem!
This is great! Thanks a lot!
hi
In the demo version of the game it is currently the case that as soon as someone defeats one of the four pokemos, you immediately become the champion.
how come? Shouldn't it only be after 4 defeated opponents?
You're right, thanks for catching this!
In the source code I had :
github.com/JSLegendDev/Pokemon-like-Game-Made-in-Kaboom.js/blob/7a5dce6f9245178a0608a002185d3c676b5ebe74/scenes/world.js#L250C9-L250C12
if (worldState.faintedMons < 4) {
content.text = dialogue;
} else {
content.text = "You're the champion!";
}
This won't work since faintedMons in worldState is an array. We needed to get its length. We need to do this instead :
if (worldState.faintedMons.length < 4) {
content.text = dialogue;
} else {
content.text = "You're the champion!";
}
Fixed the issue in the demo and updated the source code on GitHub as well.
i'm on 21:08, i have question... why i have only blue background and i don't see any tiles?
Hi, glad to help! Can you share more details about what you did up to that point? Do you have any error messages?
You can compare your code with what is in the repo also btw. github.com/JSLegendDev/Pokemon-like-Game-Made-in-Kaboom.js/blob/master/main.js
Any particular reason why use KaboomJS instead of PixieJS or Phaser?
I'm new to JS game engine so I'd like to know, thanks.
Hi!
Pixi.js is a library that takes care of the graphics so you'll need to pair it with other libraries to handle physics and sound for example.
The advantage of Pixi.js is that you have more control over the canvas and how you decide to make your game. The disadvantage is that you have to write a lot of code to do features already offered by Kaboom and Phaser by default.
Both Phaser and Kaboom are "game engine" libraries. They offer everything you need to make games which include playing sounds, loading sprites and setting up animations, a physics system, etc... Phaser is older and more established but the documentation is harder to understand and is very heavily OOP based.
Kaboom is newer and offers an API that is more intuitive and easier than Phaser. It offers many features that makes it even easier to make games quickly.
The drawback is that it's newer therefore there are less resources online and it's less performant for the time being.
Hope this helps clear things up!
@@JSLegendDev hey thanks for the explanation...I tried kaboom's playground just now and it looks simple indeed which is great!
Is there any performance test anywhere I can find about Kaboom vs the rest?
@@pietraderdetective8953 I don't think anyone has made benchmarks regarding this. If you ever find something, feel free to share it with me here as well.
Hello, what a good tutorial, I needed something like this for godot or game maker, because I only know how to use RPGMAKER 😅. By the way, you have some very cool sprites, *wink, wink 😉
I'm wondering if you'd be interested in a tutorial where I teach programming in javascript from the ground up so that someone that is an absolute beginner can follow it and then show the viewer how to build a game using kaboom.js.
I honestly think that once you learn a bit of programming using kaboom.js is much simpler than using Godot or Game Maker.
Awesome work on the sprites by the way!
Hey JSLegend! Love this tutorial very straightforward! I'm having an issue though stating that "makeTile" is not defined but I'm not sure why.
Hey! Where are you trying to call "makeTile" in your code? At 16:29 I create a makeTile function within the setWorld function. This means that if you try using makeTile elsewhere outside of the setWorld function you're going to get a not defined error.
It's a bit hard to know for sure what the issue is without more info. If you could share more context it would make it easier for me to help you.
When i try load it i get the message Reference error: setWorld is not defined, i was wondering if you could hep me! thanks a lot :D
In your index.html do you have the script tags in the correct order?
world.js should be added before battle.js and main.js. Also do you have the correct path. Remember that world.js which contains the setWorld function is within a scenes folder.
If you still have the issue, provide me with more details about what you have done and I'll try to help.
is this with vanilla js?
Yes, I'm using vanilla js using with the kaboom.js library.
What about creating a whole brand new game from scrath without using any library?
it's definitely possible but will take more time. Could be a great challenge. Chris Courses on UA-cam does it.