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Showing content with the highest reputation since 06/21/19 in all areas

  1. 3 points
    Greetings everyone! Check out our FREE asset packs at: rottingpixels.itch.io You can also follow us on social media and support us over Patreon! patreon.com/RottingPixels twitter.com/PixelsRotting rotting-pixels.tumblr.com facebook.com/Rotting-Pixels Cheers!
  2. 3 points
    enpu

    bugfix for Panda2 p2 plugin

    Yeah i'm still here! Just been a bit busy lately, but i am working on Panda 2!
  3. 2 points
    hi, Have you set up the code in Mainscene correctly? It should look something like this: add world this.world = new game.Physics({ gravity: [0, 1], }); //add eventhandler collision this.world.on("beginContact",function(event){ if(typeof event.bodyA.collide !== 'undefined'){ event.bodyA.collide(event.bodyB); } if(typeof event.bodyB.collide !== 'undefined'){ event.bodyB.collide(event.bodyA); } });
  4. 2 points
    Hey guys! I'm so excited to share this new game I've been making. It's a dungeon exploring & grinding with random dungeons and random items you can collect along the way! Play it now: https://mazmorra.io Screenshots:
  5. 2 points
    cafelatte

    Pixi.Mesh gl_FragColor Alpha Channel

    Hi, I've tried to change the Alpha Channel on gl_FragColor on a Mesh, but it doesn't show a result as I expect. For example, on the pixijs.io example ( https://pixijs.io/examples/#/mesh/triangle-color.js ) void main() { gl_FragColor = vec4(vColor, 1.0); } If we changed the line into void main() { gl_FragColor = vec4(vColor, 0.5); } It doesn't show any difference. Is there any workaround/settings I need to adjust to use the alpha channel correctly? Thanks.
  6. 2 points
    void main() { gl_FragColor = vec4(vColor, 1.0) * 0.5; } We use premultiplied alpha everywhere. Instead of (r,g,b,a) we store (r*a, g*a, b*a, a)
  7. 1 point
    you need a stage to be `PIXI.display.Stage`, not regular container. Notice 12th line at https://pixijs.io/examples-v4/#/plugin-layers/lighting.js Seems like I forgot to put it in README at https://github.com/pixijs/pixi-layers/tree/layers (its v4 branch) Also before you actually use layers, you need to clarify why do you need it. If you want to sort children inside container, there are easier ways, its explained in https://github.com/pixijs/pixi-layers/wiki#how-to-not-use-pixi-display , and there is built-in sort in pixi-v5. If you need to sort THROUGH THE TREE, like, you have a character which has shadows and HP bar - then layers is the best plugin because it does exactly what you could do manually - it moves HPbar and shadow to another layer but it gives you ability to move and delete them with character itself. Extra feature is getRenderTexture() , for those who know the power of PIXI.RenderTexture and filters - it helps with lighting of different types: multiplied light, filters light, normals, and I even saw a shadow plugin somewhere... Again, its not usable unless you understand how can you do it manually, its a shortcut.
  8. 1 point
    This is a really tricky question for a generic answer as there are so many variables which _could_ dictate whether your project structure works well or not so well. Personally, I'd take any answers with a pinch of salt i.e. there is no single 'best' structure, like, not at all. Have a think about what the problems you are trying to solve are and how the processes and concepts you employ for organisation are going to solve that problem? To the above question, the answer is usually 'I do not know'. This is fine. With the above in mind it is usually better to follow this sort of process: Start the project. Put stuff anywhere, it does not matter at this stage. Get something working. Keep going. Now you have a working product and you can start to identify what organisational problems you have and think about how to solve them. Until this point you are largely guessing. If you have created several similar projects before your guesses are probably good, if not, then they might not be. It is relatively easy to apply some structure and organisation to a project that doesn't really have one, it can be pretty tricky to change organisational structure (can be, depends on many things again, you certainly should not be afraid to change later on if your current system turns out to be not very efficient). There are some rules of thumb that might help you though: Small files and folders are easier to manage than larger ones i.e. small in scope, not necessarily small in lines of code. Decouple things as much as possible, this makes them easier to work with, and makes organisation easier to change. Tight coupling is a nightmare, avoid at all costs. Uber objects (and, similarly, uber-projects) are hard to manage, this is really the above concern worded differently. Divide and conquer. UI and logic (rendering and smarts) are good things to separate. Avoid logic duplication, if you end up writing similar logic in multiple places, consider generalising and abstracting it. Utility functions can form a huge part of your codebase and is _usually_ a sign of good organisation. MVC is fine for games. As are other methodologies. Go with what you think makes most sense for you (and your team) and the project.
  9. 1 point
    marcgfx

    [WIP] Devader (AntiMiner)

    I somehow forgot about writing here. Was on a bit of a break, but did continue to work on Devader. Quite a lot has happened since. Right now I was researching app notarization for osx when using NWjs but so far I have not found much usable information. But I did stumble on this forum again! One of the prettier gifs: What I was actually working on yesterday. I was testing the game on Brutal difficulty and just could not get past this tangled beast. I ended up changing the visuals to be a bit more pleasing and nerfing him quite drastically. I mean it's not even a final boss and I was losing life after life (and cheating of course). The background is a bit bland, because I just jump to the level I need to test. The background gets interesting due to the accumulation of splatter, this is missing here. Not much of a post, but I have to get back to researching this bloody notarization stuff.
  10. 1 point
    bruno_

    Successful mobile games

    Sou português, vou responder em inglês apenas para os restantes membros também perceberem. First version of my game was launched in March 2016.
  11. 1 point
    forleafe

    Return the color of a sprite?

    Thanks so much for your reply, but I have a few additional questions if you don't mind, hun? You say use getimagedata to fetch all of the image data from the entire canvas, but I just need the data from one black and white png Sprite, which may not even be visible on the screen. It would be covered up by other sprites. Also, why do I need to convert it to a monochrome image if the image I'm providing is already black and white? Lastly, what do you mean by "take original source?" Thanks so much for your help! 💕
  12. 1 point
    Makes sense, that solves it for me! Thank you! 🤘
  13. 1 point
    I'm getting a side effect from having PIXI sprites over the top of an html image background. It seems like a white border or artifacts are created when transitioning between displaying the sprite and the image background. The z-index layout in html for the image and pixi: <!-- Background Html image --> <div className={css` position: absolute; z-index: 0; width: ${window.innerWidth}px; height: ${window.innerHeight}px; overflow: hidden; `} > <img src={backgroundImg} /> </div> <!-- PIXI Stage --> <div className={css` position: absolute; z-index: 2; transform: scale(${Math.min(window.innerWidth / 1920, window.innerHeight / 400)}); transform-origin: top left; overflow: hidden; width: ${window.innerWidth}px; height: 600px; `} ref={element => { props.updatePixi(element); }} /> Renderer settings: const renderer = useRef( new PIXI.autoDetectRenderer({ width: highwayWidth.current, height: highwayHeight.current, preserveDrawingBuffer: true, transparent: true, backgroundColor: 0xffffff, antialias: false, }) ); Removing sprites from the stage reveals more of the background, but adds white border artifacts to the other sprites now too. https://imgur.com/a/wCuLlbr Removing the background added white artifacts to the next sprites transitioning to the html image: https://imgur.com/a/1xOiAyc Any advice on getting rid of this? Thanks for any help! 😁
  14. 1 point
    > I believe all that is happening is it adds the backgroundColor to the border of the sprite. Does that mean I should just not have a backgroundColor when using a background html image? That's true, because alpha is premultiplied and background (R,G,B,0) actually is ADDED to it.
  15. 1 point
    Sorry, I was out of town for the weekend ^.^ Hopefully this pixi playground works for you: https://www.pixiplayground.com/#/edit/DLhN7lSrT6uHC3uZAN3eJ
  16. 1 point
    There's no defined animations in that json. They have to be defined in TexturePacker itself. If you cant define it in editor, or you dont find what is json format for them, you have to use the code from pixijs example to convertt textures for animation. https://pixijs.download/dev/docs/packages_spritesheet_src_Spritesheet.js.html#line260
  17. 1 point
    It looks like premultiplied alpha issue, but im not sure. Please make a demo.
  18. 1 point
    Thanks @ivan.popelyshev , you are so so so so nice. I will try https://github.com/pixijs/pixi.js/pull/5842 by myself later. Thank you again for save my time and life.
  19. 1 point
    Hello everyone. I am a newbie using pixijs. I recently worked on a project using pixijs. When I use the export image function by extract, if PIXI.settings.RESOLUTION is not set, the browser on mobile device can export the image, but the image is particularly bad, but when I set PIXI.settings.RESOLUTION, the image export fails. How can I export HD pictures on mobile device? I intercepted the error report and write a demo. Can't Upload attaches. So I paste code here. Sorry my bad english. <html> <head> <meta name="viewport" content="user-scalable=no, initial-scale=1, maximum-scale=1, minimum-scale=1, width=device-width, height=device-height, target-densitydpi=device-dpi" /> <script src="https://cdn.bootcss.com/pixi.js/5.0.4/pixi.js"></script> <script src="https://cdn.bootcss.com/jquery/3.4.1/jquery.min.js"></script> <style> body{ margin: 0px; padding: 0px; } .renderCanvas{ width: 100%; height: 100%; } </style> </head> <body> <div id='canvasDiv'> </div> <script> $(function(){ var width = document.body.clientWidth var height = document.body.clientHeight var props = { width: width , height: height, antialias: true, preserveDrawingBuffer: true, autoDensity: true, resolution: window.devicePixelRatio, backgroundColor:0xffffff, } var renderer = null if(PIXI.utils.isWebGLSupported()){ props.forceFXAA = true renderer = new PIXI.Renderer(props); }else{ renderer = new PIXI.CanvasRenderer(props) } //desktop browser can exports retina image ,but mobile browser get error PIXI.settings.RESOLUTION = props.resolution var stage = new PIXI.Container(); $('#canvasDiv').append(renderer.view) var ticker = new PIXI.Ticker(); ticker.add(() => { renderer.render(stage); }, PIXI.UPDATE_PRIORITY.LOW); ticker.start(); var content = new PIXI.Container(); //large content var bg = new PIXI.Graphics() bg.beginFill(0x90c282) bg.drawRect(0,0,width ,height*4) bg.endFill() content.addChild(bg) //a line testing let obj = new PIXI.Graphics() obj.lineStyle(2, 0xff0000); obj.moveTo(0,0) obj.lineTo(200,200) let tempBg = new PIXI.Graphics() //draw two object, one out of viewport and one in viewport tempBg.lineStyle(2, 0xff0000) tempBg.drawCircle(100,400,50) tempBg.lineStyle(2, 0xff0000) tempBg.drawCircle(100,height*3+200,50) content.addChild(obj) content.addChild(tempBg) stage.addChild(content) //simulate viewport move content.y = -height*3 //simulate save image action setTimeout(function(){ const imageUrl = renderer.plugins.extract.base64(content,'image/jpeg'); //console.log(imageUrl) let link = document.createElement("a"); link.href = imageUrl; link.download = "picture.png"; link.style.display = "none"; document.body.appendChild(link); link.click(); link.parentNode.removeChild(link); },2000) }) </script> </body> </html>
  20. 1 point
    Thank you so much!!! ❤️ i love this forum
  21. 1 point
    Hoje eu estava aprendendo a mexer com a biblioteca Pixi.js, e estava recriando um joguinho que vi na playstore, e eu recebi um undefined mas não entendi o porquê. function Block(blockType_, x, y, id){ this.id = 0; this.blockType = blockType_ this.x = x this.y = y this.timeToBreak = new Date().getTime()-2000 //O undefined é desta variável this.hitpoints = 50; this.sprite = new PIXI.Sprite( PIXI.loader.resources[this.blockType.url].texture ) this.sprite.interactive = true; this.show = function(){ if(this.hitpoints > 0){ this.sprite.position.set(this.x, this.y) app.stage.addChild(this.sprite) } } this.sprite.on("mousedown", function(){ console.log(this.timeToBreak) //Recebi o undefined ao printar no console do navegador }) Se alguém poder me ajudar e me explicar, fico imensamente agradecido!
  22. 1 point
    this.sprite.on("mousedown", () => { console.log(this.timeToBreak) }) this.sprite.on("mousedown", (function(){ console.log(this.timeToBreak) }).bind(this)) this.sprite.on("mousedown", function(){ console.log(this.timeToBreak) }, this) Learn what means "bound function" in javascript. Welcome to our forum!
  23. 1 point
    I was just trying some experiments with PIXI Projection, but am not able to get it working... I think it could be to do with the imports, I know I had to do something a little different than I expected with PIXI.Sound Can anyone give me any pointers? (trying this as an import: import * as Projection from 'pixi-projection' gives this error: TypeError: PIXI.BatchShaderGenerator is not a constructor ) Thanks!
  24. 1 point
    I decided to write simple multiplayer games for my portfolio. Maybe my code will be useful for someone. I will write detailed commits on GitHub. Everyone can use my code for free. The Game will be here: https://tic-tac-toe-socketio-ts.herokuapp.com/ Source Code: https://github.com/8Observer8/tic-tac-toe-socketio-ts I use: TypeScript VSCode Free Heroku hosting that are connected with GitHub. My game deployed automatically when I push on GitHub AMD and RequireJS for debug version CommonJS, Browserify, UglifyJS for release version Now my game just shows one "O" object. I will write here about of process of development. You can ask me about my code. Please, report me if you find some errors. Maybe I will take a feedback from how to improve my code. Date: Sat Jun 29 23:35:23 2019 +0400 The server sends JSON message 'Hello from server'. Client display this message on the page.
  25. 1 point
    Martin1971

    Building a Flight Sim

    Hi, I am new to PixiJS and I need to create an animated flight simulator display like the following: https://en.wikipedia.org/wiki/Primary_flight_display#/media/File:Primary_Flight_Display_of_a_Boeing_737-800.png I'm looking for any tips on how to approach this. I assume I will have to create every single detail (line, curve, text) as an individual object and keep track of all those objects in some kind of data structure so I can find each element easily and destroy it an recreate it again with a new one to animate it. There's probably going to be 100+ different graphical elements I will have to draw individually. What is the best way to store all of these individual graphical elements? The air speed and altitude indicators on the left and right have vertical scrolling numbers, any tips on how to implement this? Thanks Martin
  26. 1 point
    8Observer8

    Multi players

    @Thelifeofpbion I found this article: http://buildnewgames.com/real-time-multiplayer/ I think it is useful. You can use Heroku that allows to connect with GitHub. When you "push" your commits your game will be rebuilt on Heroku. Start here:
  27. 1 point
    Exca

    PIXI Checking DrawCalls?

    Spector.js ( https://chrome.google.com/webstore/detail/spectorjs/denbgaamihkadbghdceggmchnflmhpmk ) shows very much info about rendering. Also webgl inspector works pretty good, even though it hasn''t been updated in a long while: http://benvanik.github.io/WebGL-Inspector/
  28. 1 point
    How to detect collision between two objects in P2 Plugin?? I try to use the following code, but not work When collisionGroup 0 collide collisionGroup 1, It will trigger events (eg: hurt, tint, heart HP etc......) this.body.collisionGroup = 0; this.body.collideAgainst = [1]; this.body.collide = this.collide.bind(this); collide: function(body){ if (body.collisionGroup === 1) { console.log("You touch something"); } }, Anyidea check collision between two objects or check overlap in P2 Physics??? Thank you very much My full code of player class: game.createClass('Player', { init: function(x, y) { this.classname = 'playerclass'; this.sprite = new game.Sprite('panda.png'); this.sprite.position.set(x, y); this.sprite.anchorCenter(); this.sprite.addTo(game.scene.stage); this.body = new game.Body({ mass: 1, fixedRotation: false, position: [ this.sprite.position.x / game.scene.world.ratio, this.sprite.position.y / game.scene.world.ratio ], }); var shape = new p2.Circle({ radius: this.sprite.width / 2 / game.scene.world.ratio }); /* For Box var shape = new p2.Box({ width: this.sprite.width/ game.scene.world.ratio, height: this.sprite.height/ game.scene.world.ratio }); */ this.body.addShape(shape); this.body.collisionGroup = 0; this.body.collideAgainst = [1]; this.body.addTo(game.scene.world); this.body.collide = this.collide.bind(this); }, collide: function(body){ if (body.collisionGroup === 1) { console.log("You touch something"); } }, update: function(){ this.sprite.position.x = this.body.position[0] * game.scene.world.ratio; this.sprite.position.y = this.body.position[1] * game.scene.world.ratio; this.sprite.rotation = this.body.angle; if (game.keyboard.down('W')) { this.body.velocity[1] = -2; } else if (game.keyboard.down('S')) { this.body.velocity[1] = 2; }else{ } if (game.keyboard.down('A')) { this.body.velocity[0] = -1; } else if (game.keyboard.down('D')) { this.body.velocity[0] = 1; } else { this.body.velocity[0] = 0; } } });
  29. 1 point
    enpu

    p2.js plugin

    Enable advanced physics with p2.js including collision detection, contacts, friction, restitution, motors, springs, advanced constraints and various shape types. Preview: https://www.panda2.io/plugins/p2Download: https://www.panda2.io/plugins
  30. 1 point
    I believe it would depend on what exactly you build. For example if you will have a live leaderboard showing the names and scores where the average score is let's say around 1000 points and some hacker manages to become #1 with 5000 points then this would already anger the players while it might take you 24 hours before you detect the problem and somehow fix it. And in that time players might get angry and leave. But I think you would always manage to hire someone much more intelligent than myself to help you put a technical solution - I still think your biggest challenge would be to make sufficient profit to pay all your costs + pay all the players and still leave enough profit for the project.
  31. 1 point
    Hello everyone! I have pointerover event and i want to get the element i point on (hover on).But when i use event.currentTarget , it is null,also tried with event.target which is also null. Any suggestions ? sprite.on('pointerover',function(event){console.log(event.target,event.currentTarget)}); // target and currentTarget are null
  32. 1 point
    Our Cave Platformer Tileset has just been released! 100% FREE! Get your hands on it @https://rottingpixels.itch.io/cave-platformer-tileset-16x16free
  33. 1 point
    TheBoneJarmer

    famobi isn't paying me !!!

    It is hard to send you in the right direction here, this forum is for HTML5 game development, but what you ask involves sales and accountancy. Odius has a point here, email them as much as possible. Wait a couple of days, if you got no reply, call them directly. According to their website, their number is +49 221 7880610. Be aware you call to a company in Germany. Depending where you live and what ISP you have, this could cost you a lot. And if that fails as well, try sending a registred letter where you point out the issue. They can always come up with the excuse "we did not receive that email" or "we never had a phonecall" and that is hard to proof, but when it comes to a registred letter, they need to sign it when they received it. if that does not work out either, I suggest to take it a step further and get yourself a lawyer and sue them. But I can understand if that is too much asked, especially taking the situation in account. A lawyer may cost you more than what that company owes you. All I can wish you right now is good luck!
  34. 1 point
    I agree! Thank you @ivan.popelyshev ,always competent answers 👌
  35. 1 point
    TheBoneJarmer

    Some guy stole my game :)

    You really have your fair share of shit with Google Play or App store, don't you? I can remember a post from back in March where you hit a wall with Google Play. Sad thing is, I hear similar stories from other people as well. 😕 As for this particular issue, I did a search on Google. It turns out your game made it to a lot of portals, not just this one. What I don't understand is, how. With flash you just ripped the SWF file from the source and that's it. Like a zip package, an SWF included everything. But with html, you have assets, scripts, style sheets, and so on.. These guys must have found a copy of your source somewhere. Where did you published this game initially? And how?
  36. 1 point
    odiusfly

    Some guy stole my game :)

    Wait some days and believe me they will check and remove it, i know. It happens. What is the purpose of this kind of actions? Nothing special, this guys believe are smart and can stole games just like that. Good luck!
  37. 1 point
    its here: https://github.com/pixijs/pixi.js/wiki/v5-Resources
  38. 1 point
    chung

    mywebglflightspace 3D webgl space flight sim

    (29/06/2019) new screenshot added
  39. 1 point
    You can set Canvas as default renderer since it is supported on all Android and iOS devices.
  40. 1 point
    https://webglstats.com/ Mid 2019 we're at 98%. These stats are being compiled mostly from libraries or websites that feature or require WebGL. There is a risk we're counting travellers at the airport. Perhaps the more important question is whether the project in mind significantly benefits (or suffers) from any dependency? Same applies for Unity. Just because it makes most-sense to the herd doesn't mean it makes most-sense to a specific audience or use case (because unification is homologous which can require compromise). Mobile-web is unique because footprint and initial load are critical while interoperability with other web systems can exploit new and emerging audiences in ways that other apps can't always manage. Yes, I might be over-stating the issue to make my point ... which is ... I recommend studying data specific for a desired audience - make tests and evaluate assumptions.
  41. 1 point
    Thanks for posting your solution! I'm sure it'll help others
  42. 1 point
    Why are you worried about webGL on phones? All modern phones (and not-so-modern) support webGL. I don't have concrete stats on _how_ well they support it (i.e. performance) but I haven't heard anything particularly worrying about using webGL via the web on mobile devices.
  43. 1 point
    Technology aside, you may find that the user interface design of your 2,000+ Flash games aren't best suited to today's audience and devices? Specifically games from 10+ years ago were likely designed for desktop, mouse controls, small text, small buttons, cursor controls? Today the basic requirements are touch controls, big buttons, one touch play, and other modern streamlined approaches that might not be compatible with desktop game-design choices? So even if you used an auto-magical porting system to technically achieve what you ask (of which there are many), the result might not be worth using? For that reason I'd encourage you to consider cherry picking the best titles from the list and re-imagining them using modern tech (and modern cross platform user interface design). What percentage of your 2,000 flash games account for 80% of the game plays?
  44. 1 point
    I found the solution myself: public preload{ this.load.text('fruit', 'assets/text/fruit.txt'); } public create{ this.loadFruit(); } private loadFruit(){ let cache = this.cache.text; let myFruit = cache.get('fruit'); this.arrayFruit = myFruit.split('\n');}; console.log(this.arrayFruit[3]); // >>> lemon }
  45. 1 point
    drewbit

    Pixi.JS / Pan & Zoom Canvas

    This was one of the first things I looked for and found pixi-viewport. Works like a charm. Add everything to a container and put the container in the viewport. (Why reinvent the wheel?)
  46. 1 point
    Quick copy-paste from our Tech Stack document. Hope this helps, and feel free to ask any questions in the areas, which are of interest. JS Libraries Tool URL Usage howlerjs https://howlerjs.com/ Sound support (web audio, html audio tag fallback) pixi http://www.pixijs.com/ Rendering tweenjs http://www.createjs.com/tweenjs Tweens (we do not use Greensock/GSAP due to license restrictions) Dev Tools Tool URL Usage VSCode https://code.visualstudio.com/ Our IDE of choice Great typescript support, autocomplete Reasonably good refactoring Free TexturePacker https://www.codeandweb.com/texturepacker Build texture atlases (spritesheets) from individual sprite PNGs, provided by artist ffmpeg https://www.ffmpeg.org/ Convert WAV from sound engineer to MP3 sound files (we use MP3 as patents seem to expire around the world, and it is the easiest/widely supported format) Build Tools Tool URL Usage typescript https://www.typescriptlang.org/ Code for our games nodejs https://nodejs.org/en/ Our build is based on nodejs npm (included with nodejs) Handle dependencies to third-party modules (PIXI, Howler, etc) shelljs https://github.com/shelljs/shelljs We develop custom build tools as “npm run” scripts (javascript files, located in tools/build project folder) shelljs provides crossplaform cd, rm, mkdir, etc webpack 2.0 https://webpack.github.io/ Support ES6 modules Build single minified javascript file from typescript sources and non-JS modules (JSON, images, spritesheets, sounds) However, we DO NOT use webpack for everything. We package static assets, upload to server with shelljs-based build tools. Bitbucket/Mercurial https://bitbucket.org Our private projects/modules are Mercurial repositories at bitbucket.com [this is for historical reasons, I am not sure there are good reasons not to use git in 2018] tslint https://palantir.github.io/tslint/ Enforce coding style of our choice putty/pagent (windows) http://www.putty.org/ Our upload scripts expect on Windows that SSH keys to our webserver are stored with pagent (in memory)
  47. 1 point
    Kanthi

    How to add a gradient color

    Hi , You can use the following to create gradient in Phaser 3. var canvasTexture = this.textures.createCanvas('buttonTexture', 300, 60); var src = canvasTexture.getSourceImage(); var context = src.getContext('2d'); var gradient = context.createLinearGradient(0,0,0,60); gradient.addColorStop(0,"#ffffff"); gradient.addColorStop(1,"#000000"); context.fillStyle = gradient; context.fillRect(0,0,300,60); //Below is required only when running the game in WEBGL canvasTexture.refresh(); this.add.image(10,100,"buttonTexture");
  48. 1 point
    b10b

    Current state of the market

    @True Valhalla, wow you've been busy with retrospective editing of your posts! It is appropriate to wish to correct your originally bullish remarks, but less appropriate to use such corrections to call others names or to promote profiteering click-bait? Suggestion: mark future edits with the word "edit", "addition" or "clarification". For the record I do not think it is appropriate for this forum (which attracts a larger number of newcomer developers) to promote false promises targeted specifically at them.
  49. 1 point
    olorin

    Phaser easing effects - List

    You can also see this website: http://gamemechanicexplorer.com/#easing-1 There are examples for all easing function with phaser.
  50. 1 point
    Str1ngS

    How to destroy Phaser game properly

    Don't do stuff like that. It always a good idea to clean up behind yourself. @OP you can call Game.destroy() http://docs.phaser.io/Phaser.Game.html#destroy It stops the timer and removes the internal shizzle so at least the game won't take any processing time anymore