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rich last won the day on January 26

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About rich

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  • Birthday 08/12/1975

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  1. rich

    Phaser 2 and Phaser 3 physics difference? [HELP]

    Matter is like P2. Impact is like Ninja. There is no 'multi'.
  2. rich

    [Phaser] Underworld Chaos

    It's an old thread, but just wanted to say this game is lovely URL appears to have changed, now playable here: Chaos/index.html (really should upload to or somewhere more reliable!)
  3. rich

    Weird Behavior in Phaser 3

    It really doesn't.
  4. rich

    this.add.line is not a function

    You need to use a version of Phaser that actually has this command in it. 3.11 is too old.
  5. rich

    Hosting Solutions

    The reason you're struggling to research what features are required for hosting an html5 game is simply that there aren't any. If the provider can host a web site, it can host an html5 game. So, all you really need to do is look at what hosting features you want your site to have and your game gets them too. DO has "Spaces" which is basically S3 with a built-in CDN. You could use that to handle the game assets and let the droplet serve the game code / wrapping html. They also have load balancing, but if there's no server side component to the game then you only really need this if your droplet starts to get hammered too much. And if all it's doing is dishing out some html and a bit of js, it going to be able to handle a lot as it is.
  6. rich

    Hosting Solutions

    Do you actually need to host the game yourself? I only ask because most of us have our games published by other sites (or onto Facebook, etc) so they deal with all the hosting. Game Distribution, Cloud Games, etc all do the hosting. The waters get a bit murkier if you're building an IO game though. DO would be perfect for most needs. It scales massively. Unless you're planning on creating a hit to equal Fortnite, I suspect they could do with anything you throw at them.
  7. rich

    Browser support for Phaser

    You're complaining that a link posted 4 years ago no longer works?! Yes, it works on IE. Including IE9. Although of course, WebGL doesn't, because IE9 doesn't and never has supported that.
  8. rich

    How do you time a pointerdown event?

    In 3.15: this.input.on('pointerup', function (pointer) { var duration = pointer.upTime - pointer.downTime; }); In 3.16: this.input.on('pointerup', function (pointer) { var duration = pointer.getDuration(); });
  9. rich

    Tailgunner from 1979 in JavaScript

  10. rich

    Passing an image from one scene to the next.

    A RenderTexture would work if you save it to the Texture Manager (via saveTexture), but a CanvasTexture might be a lot easier as they're automatically saved to the Texture Manager, so are globally accessible by default.
  11. rich

    Passing an image from one scene to the next.

    How do you create it?
  12. rich

    scaled blitter bob

    You can do this already using a CanvasTexture. There’s an example of doing just this with a blitter in the labs.
  13. rich

    scaled blitter bob

    That’s missing the point of how the blitter object works internally. When you tint, scale or rotate a sprite the underlying texture is never changed at all. It’s modified by sending all that extra data to the shader. Blitters bypass this step entirely. They dump the raw texture data out directly. If you want to scale the texture, or rotate it, do it in an art package, or don’t use a blitter.
  14. rich

    scaled blitter bob

    The speed of blitter objects come from having no transforms, so no scaling or rotation.
  15. The two bits of code do completely different things. Hinted pieces array clearly doesn’t hold the array indexes, but rather the id values. Game Objects in Phaser don’t have an id property, so this is something you added.