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Showing most liked content on 10/05/2016 in all areas

  1. 2 points
    lewster32

    Exit Isol8

    I'd have to agree with Milton - the isometric plug-in I wrote is a good starting point, but iso is a style where often you need very specific functionality and optimisations. If you're deeply committed to creating a highly optimised isometric game in Phaser, I'd probably look at the many tutorials online; the fundamentals are pretty simple.
  2. 2 points
    gryff

    Not A Question - Just My Problem

    @aWeirdo, @JohnK, @DeltakoshThanks for encouraging me about my choice So here is my first effort (and it seems very quick ): gryff on GitHub And click on the link to DNA mystery - a piece I created when a rubbish book on "Jack the Ripper" was published two years ago. Never shown on this forum. @JohnK may know of the book. cheers, gryff
  3. 1 point
    We just released our latest game: Number Tumbler! (We're really betting on people liking to tumble things, I guess) It's a mathematical game about adding numbers! A number crunch in a time crunch is what we're calling it. Our unnofficial slogan for the game is "It's more fun than it sounds! Really, we swear!" ... at least one of us on the team really needs to get better at copy writing. If you're interested in trying it out, you can play it on our website (on your computer, phone, or smart refrigerator) https://lumoludo.com/numbertumbler Or download it in app form on your favorite mobile device (provided that your favorite mobile device isn't a Windows Phone) https://itunes.apple.com/us/app/number-tumbler-number-crunching/id1155829197?ls=1 https://play.google.com/store/apps/details?id=com.lumoludo.numbertumbler On a side note, I was just reading the Phaser newsletter yesterday and saw that Emanuele Feronato is releasing their DrawSum game on the app store. Man, we hadn't seen DrawSum before yesterday, but I guess it's just poor timing on our part we happened to just finish such a similar game at the same time. If you take the time to play it, we'd love to get your feedback! Any comments, criticisms, and (most importantly!) praise will be graciously received. Thanks!
  4. 1 point
    charlie_says

    Exit Isol8

    So, just released, my new game Exit Isol8. It's an iso puzzler with a retro theme. Player here Game design & code by me, art by 0Hayes
  5. 1 point
    To use a local space animation I suggest not using the animations library but instead a small timeout function. Animation library is here to animate value regardless of the meaning of this value. Here you aniamte object.position which is the position of the mesh in the world. So you animate world position But now let's add a parent for your box: http://babylonjs-playground.azurewebsites.net/#EPOE7#2 As you can see, now position is relative TO the parent and this could fix your issue
  6. 1 point
    I can handle this in my animation system, Queued Interpolation, coming soon. Basically, I have expanded the POV sub-system to also have animation queues for most camera types & some lights, in addition to meshes. Meshes, cameras, & lights are all BABYLON.Node sub-classes. The existing POV movement & rotation calculations in Mesh, however cannot be applied to Cameras & lights, so a very similar version that handles all is in the extension. If you look at the link above, you will notice that there is both a movePOV and a calcMovePOV. Basically, for some kind of follow, you can just use calcMovePOV to get an offset and add to the current position. calcMovePOV does not actually move anything. For keeping something in front of a moving camera, I do something like this: scene.beforeCameraRender = function () { // move the pointlight to match where the camera is var camera = scene.activeCamera; light.position = camera.position; // position backstory label mesh to be in a constant spot in front of the camera // do it this way, as opposed to an orthagonal camera, so can be VR friendly var labelDistance = 25; var labelDownFromCenter = -5; var labelPos = camera.position.add(cameraQueue.calcMovePOV(0, labelDownFromCenter, labelDistance)); label.rotation = camera.rotation; label.position = labelPos; };
  7. 1 point
    The deciding factor is in whether you use AABB or not. AABB (which is what Phaser Arcade and by extension the isometric plug-in uses) cannot represent physics bodies off-axis; they are by definition axis-aligned. You could extend this with circles, spheres and (though slightly harder if using Z axis collision) upright cylinders or capsules - as Phaser has done with the circle bodies - pretty easily, as they are able to function in an aligned environment, having no intrinsic alignment themselves. It'd be impractical to extend this to arbitrary shapes however, as at that point you're basically creating a non-aligned physics system, with all of the extra complexity that brings. I imagine Diablo 2 will have very likely used an AABB + circles collision system (AABB for most map geometry like walls etc, circles for mobs and smaller objects with indistinct 'faces') which would be very fast and do all of the jobs that needed to be done in that game.
  8. 1 point
    JCPalmer

    Not A Question - Just My Problem

    So now you know git too. I would recommend a both a lib sub-directory & using a CDN version of BJS before moving anything over. Reserve using your own version of a bablyon.js file in lib for scene requiring an alpha - beta feature / bug fix. <script src="https://cdn.jsdelivr.net/babylonjs/2.4/babylon.min.js"></script> or <script src="../lib/babylon.js"></script> Note new Github Blogs are forced to be https, so you must use the one set up by @Vousk-prod. BTW, are we going to get to see any blends published along with the scene?
  9. 1 point
    Liked it! Well I am into those type of games anyway. The layout is very cool too. I am new game development but inside these genre of games this one is very appealing. Good job
  10. 1 point
    Nod. The subject is not really about cameras. The subject is moving enemy mesh toward camera/player. I believe this might be related to "path-finding". Is path-finding simple? I never thought so, and I never thought it was EVER "extensively covered". But I'm wrong, often. I find that... SOME people want to be forum helpers, yet they don't want to enjoy the playground, and use its wonderful visualizing... for forum helping. I can understand your frustration, P8. Things come "natural" for you, cuz you're a friggin' genius. But me, and some others... not so natural. I failed Algebra One... 2.25 times in high school. SOME people just don't do math well. You don't have that problem... but many do. Anyway, back to enemy mesh being attracted-to/moving-toward cams... with a smile and with kindness. Let's pretend the player is Elvis, and the enemy are teenage girls trying to get a touch or a kiss from him. heh
  11. 1 point
    or better yet, a link to one of the answers
  12. 1 point
    Pryme8

    Not A Question - Just My Problem

    Github is the way to go, get the git desktop manager, then its as simple as starting a new project, changing to the gh-pages thread before you do anything else. Change the files in the folder to be your project then publish the project and you will have a page of it running in like 3 mins. Keep in mind github is case sensitive on file names.
  13. 1 point
    Alternatively, if you are dealing with a circular wheel with wedges in it, you can simple calculate the distance to the center of the wheel to see if you are within it, then calculate the angle to the center to determine which wedge you are inside of.
  14. 1 point
    ok thanks when i do playerPapers5 = game.add.group() or playerPapers5 = this.add.group()that works. thanks both
  15. 1 point
    Milton

    Exit Isol8

    Hi Phased. Been a while. My advice would be, forget about the plugin, even though it is good. Writing your own projection, depth sorting, and collision code gives you much more freedom. You can use your own tweening code, or even use a 3D collision option like Bullet. There is nothing hard about projecting to ISO, and then a depth-sort with such big blocks is actually quite easy...
  16. 1 point
    @douglas Well I have already been through that but didn't see anything that could help me ... but thank you
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  18. 1 point
    Hi, i work on a mobile game made with Phaser 2.6.2 and Cordova. i want to do a tween on group children : var game = new Phaser.Game(window.innerWidth, window.innerHeight, Phaser.AUTO, 'game'); function onCardClick(sprite){ game.add.tween(sprite.scale).to({x : 0}, 100, "Linear", true, 0, 0, false); } myGroup.inputEnableChildren = true; myGroup.onChildInputDown.add(onCardClick, this); It works perfectly on browser, with Webgl rendering. But on Android device (with running by cordova), with canvas rendering, the tween is not shown, only a delay and my sprite.scale is set to 0 without any tween. I tried to force Webgl on my device (with this tip) and the tween is working... I am surprise that some simple tweens or animations are not working in CANVAS mode on mobile, do you know if it is normal ? (i tried to set the game with Phaser.CANVAS but it does not work either) thanks
  19. 1 point
    lostwoods91

    TargetCamera variation

    http://babylonjs-playground.azurewebsites.net/#1L73UE#0 this is it EDIT: i studied the case, i was totally wrong! rotation is local already. sorry for the inconvenient! anyway, there is still the fact that camera rotation should be dependant to the camera's upVector parameter.
  20. 1 point
    aaryte

    [WIP] Game 3: The Rollness

    http://cave2d.com/game3/ I got surface friction working in my physics engine, so I tried gravity and simple rolling controls, and I think it's pretty fun. Desktop controls: left and right arrows, and SHIFT for turbo Mobile: swipe right and left
  21. 1 point
    Use a proper module system to wrap up your code rather than just concatenation, which is brittle. I thought the TS build tools did this for you? In any case, https://www.typescriptlang.org/docs/handbook/react-&-webpack.html, is an example of using a bundler with TS. There are better ways of course, but its a starting point for you. Other tools you might want to check: * Babel -> has TS plugins * Buble -> Is also a language converter, not sure about TS support though * Esprima -> Another transform runner, but, seriously, just use babel + TS plugin for now and have done with * Browserify -> Bundles all your code up, easiest to use with Babel + plugins to do transforms * Webpack -> Bundler * Rollup -> Bundler There are loads of good JS bundlers out there, but, in my opinion, I'd choose one of the above, probably browserify + babel, although webpack continues to make ground on it for some reason, I think its the fear of good cli tooling that scares people off.
  22. 1 point
    I think it needs some kind of instructions because I have no idea what to do. It looks nice, though
  23. 1 point
    ivan.popelyshev

    Uv in filters

    Use 4.0.2 instead of 4.0.1. The version you use had bug with filters.
  24. 1 point
    See http://phaser.io/sandbox/TJKQHaxN/play and Problems with Stackable Immovable and Moveable Blocks.
  25. 1 point
    joshcamas

    Timing movement events on a server

    Well I got it working! What I did was whenever the client requested to move to a new tile, the server calculated the path and sent it to all the clients, and clientside the players would walk along the path. (Tween chain) Server side, it goes step by step using setTimeout, and updating all clients the new server x and y If the Server's reported coordinates are too far away from the client's coordinates, it will automatically fix it all up. And if the client decides to go to another tile while still on a path, the path will be canceled on both clientside and serverside. Thanks so much for all the help guys!
  26. 1 point
    Jochen

    [WIP] Game 3: The Rollness

    Would probably be cool if the level design is made of curves instead of rectangles.
  27. 1 point
    samme

    Phaser change fire function direction

    game.physics.arcade.collide(enemy, weapon.bullets, function (enemy, bullet){ bullet.kill() });
  28. 1 point
    I was bored. Can you make it past all the boxes without falling off? http://www.babylonjs-playground.com/#8WKFD#3 (tip: don't stop moving)
  29. 1 point
    hit2501

    Check my noob project

    Hi everyone, I'm still learning babylon.js and I remember that I did a scene in april but I totally forgot it, can you tell me what do you think? http://www.wilawara.com/demos/climb/ (to get up its necessary stand on the circle and click it) On video: Sorry if my english its not well worded, its not my native language Regards
  30. 1 point
    Jambutters

    Game Interface tutorial

    Great approach to creating and updating the UI in your games. Tutorial not made by me.
  31. 1 point
    ManaMarketing

    20+ sites to get game assets

    Hello guys, We just released a new blog post listing 20+ places to get game assets. The list is ordered from free to free/paid (a lot of sites have some freebies for you to try out before you buy something from them). Of course, while free assets are a great, inexpensive way to try out your game's idea, it's worth investing into paid assets or hiring on an artist when you've got the funding for it. Hope this helps you devs who are missing certain assets or are looking to make a demo to validate your idea!
  32. 1 point
    ozRocker

    Clothing demo

    This is just a quick demo I put together of my mate with a leather jacket that you can remove or put on. http://www.punkoffice.com/clothing/ I'm using babylon.2.4.js. I tried using babylon.2.4.core.js but I keep getting the "Uncaught TypeError: e.Gamepads is not a constructor" error even though I'm not using any gamepads
  33. 1 point
    http://www.babylonjs-playground.com/#XSUTC#0 http://www.babylonjs.com/cyos/#CNPYR#5
  34. 1 point
    V!nc3r

    Blender Cycles & Babylon workflow

    Ok, thanks for this clarification, and for the doc link. About Cycles, on graphical point on view, I don't think that is a gratuitous use You can do so quickly, accurate and better renders with it, compare to classic blender render. For comparison, I currently use 3dsmax & vray at work, not the 3dsmax scanline renderer (no way ! ). I apply standard materials on my objects of course, but all my lighting is done with vray (with VrayMaterial override during render). I want to switch to blender, but i need to find how to bake a cycles lighting and be able to export to BJS. If i find a workflow, i will share it here. I will try Tower of babel exporter soon, thanks !
  35. 1 point
    You have to explicitly collide with the floor (layers[1]) just like you're colliding with the scenery (layers[3]). Add this to your update function: game.physics.arcade.collide(player, layers[1]);Also (and I know it's weird), arrays start from 0 in JavaScript. It doesn't hurt anything, exactly, but if you do "layers.length" it'll tell you 4 even though you only have three layers.
  36. 1 point
    Here's my solution: function render() { // call renderGroup on each of the alive members group.forEachAlive(renderGroup, this);}function renderGroup(member) { game.debug.body(member);}It's a work around, but it works!