rich

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Everything posted by rich

  1. No idea then, works fine here. If it's really CDN related, check it isn't a geographical problem. I.e. only borked for your country, not for others.
  2. The SDK URL is wrong. It should be all lower-case for the filename: https://connect.facebook.net/en_US/fbinstant.6.2.js The URL you posted above (https://connect.facebook.net/en_US/fbInstant.6.2.js) gives me a 404 component error. The correct one, with the lower-case i, works.
  3. Matter is like P2. Impact is like Ninja. There is no 'multi'.
  4. It's an old thread, but just wanted to say this game is lovely URL appears to have changed, now playable here: http://zelcard.000webhostapp.com/games/games/Underworld Chaos/index.html (really should upload to Itch.io or somewhere more reliable!)
  5. You need to use a version of Phaser that actually has this command in it. 3.11 is too old.
  6. 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.
  7. 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.
  8. 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.
  9. 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(); });
  10. 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. You can do this already using a CanvasTexture. There’s an example of doing just this with a blitter in the labs.
  12. 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.
  13. The speed of blitter objects come from having no transforms, so no scaling or rotation.
  14. 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.
  15. http://labs.phaser.io/edit.html?src=src\loader\scene payload\scene files payload.js If it's just a small amount of assets use the above method. If it's more, create a Boot Scene specifically for loading them, then move to a Preloader scene to get the rest of the game files, before finally going to your game scene.
  16. The Matter Attractors plugin is already built-in, you just need to specify it in the Scene config. There's an example for it here: http://labs.phaser.io/view.html?src=src\physics\matterjs\attractors.js
  17. createFromObjects just returns an array. Place the contents of it into a Group.
  18. Look at what `createFromObjects` returns, because it's overwriting your Physics Group.
  19. rich

    New forum

    I'll provide a zip of all attachments when you request it, you can decide if you want to do anything with them or not after that.
  20. rich

    New forum

    It's fine, I just need to check all tables for an IP address column and blank them if they have them, plus erase the users table (you still have the usernames of those who made the posts in the actual posts table). Then you can do whatever you want with the actual data. I can provide a dump of attachments too, but only once, as it's time-consuming. So let me know when you want me to do that. It will be up to you to consolidate these files with the attachment IDs in the database. I'm not sure how much space you get with Discourse, I think it's 1TB, before Deltakosh will have to start paying monthly to be hosted there. Just to clarify - forum updates are paid for until April 2019, after which it will still work, but Invision won't be updated any longer. Without BJS or Phaser here traffic will be really small, so I can move it to a cheap VPS and keep it online indefinitely (or until some massive Invision security flaw comes out!)
  21. rich

    New forum

    No pictures, that's pure data. That's for the whole forum, not just the BJS section of course.
  22. rich

    New forum

    I dumped the db today and it appears Invision puts the IP address of the poster in nearly every table This isn't information I can release, so I'm going to have to tidy this all up before sending it. The db dump is over 600MB, excluding logs. Also, be aware it doesn't include file attachments. Not that you'd be able to upload them to Discourse anyway.