nkholski

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nkholski last won the day on September 16

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About nkholski

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  1. Phaser 3 Beta 1 Released

    @rich Thanks, I'll check it out. I had an idea to recreate 1-1 of Super Mario Bros just to see how far I would get. I just bumped Phaser 3 to Beta 2 in the bootstrap project I've been posting about in the forum and got the following error from webpack: ERROR in ./node_modules/phaser/src/camera/local/CameraManager.js Module not found: Error: Can't resolve './inc/AddsmoothedKeyControl' in '/home/niklas/projekt/phaser3-es6-webpack/node_modules/phaser/src/camera/local' @ ./node_modules/phaser/src/camera/local/CameraManager.js 37:27-65 @ ./node_modules/phaser/src/scene/local/Systems.js @ ./node_modules/phaser/src/scene/local/Scene.js @ ./node_modules/phaser/src/phaser.js @ multi phaser I haven't tried to solve it but it appeared just by switching from Beta 1 so I thought you might want to know.
  2. Phaser 3 Beta 1 Released

    @richNo wonder that you're a bit behind after everything. Plus it isn't normal to be on schedule with stuff like this anyway no matter how well you plan. I got an sudden urge to try to make a basic platformer demo to share, but I guess I'll need to be a bit more patient. :-)
  3. Phaser 3 Beta 1 Released

    Great work as always! Two quick questions: 1. Will you add this.load.tilemap or should we user this.load.json / this.load.text / this.load.xml? 2. Will Impact physics replace Arcade physics or will it be two separate things?
  4. I merged the PR and made a boot menu to choose from different examples. I also scaled the player up in your example and added a bit higher velocity. Deploy should work now.
  5. Wow. I'll take a look tonight. Actually it's not a bad idea to treat the example as a playground that can be packed with additional features one may think of. I think it could be helpful for getting a insight to Phaser 3. I'll merge the PR when I have tested it! Thanks
  6. There is an open issue on GitHub for that. I'll update the repository when the first Phaser 3 beta is out, and will close this issue then too. However, I'm a bit curious why someone would need deploy at this stage :-).
  7. Sounds great! Yeah, 'updateOutsideCamera' was just a thought. No big deal to implement a custom solution.
  8. That explains it, and a good reason too! I had a quick look at updateList.js (I'm on mobile so no testing) and it seems to be exactly what I would suggest. Having an array with objects who should have their update methods called. Something like scene.updatelist.add(gameobject), plus remove method, would be great. Or gameobject.activate/deactivateUpdate(). I think it's cleaner to keep it inside of Phaser instead of custom solutions, even if the problem is trivial. Also I really appreciate the approach of extending sprites (or other game objects) to be self contained and in separate files. It's really helpful to keep the code clean, easy to navigate and to debug. Maybe a property for the gameobjects too like updateOutsideCamera that just skips the update method if the object is outside camera and the property set to false. Would be great for platformers etc.
  9. I updated the excellent Phaser + ES6 + Webpack bootstrap project (https://github.com/lean/phaser-es6-webpack) with Phaser 3. Most of my repository is an exact copy of that repository, only with the Phaser package updated to Phaser 3 and the example replaced with one based on Phaser 3. The example source code is not an example of best practices, it's basically guess work but it works and take advantage of ES6 classes. This will do for testing out Phaser 3 but I think it would be a really great idea if Phaser 3 got an official bootstrap project when released (with ES5/ES6+/Typescript options), and that could be community driven. Github: https://github.com/nkholski/phaser3-es6-webpack
  10. I decided to take Phaser 3 for a spin but hit a wall I can't find my way around. The update-method is ignored when I extend Phaser.GameObjects.Sprite (when I cheat and call it from the scene update method everything works as expected). I import this to the scene script: import 'phaser'; export default class extends Phaser.GameObjects.Sprite { constructor (config) { super(config.scene, config.x, config.y , config.key); this.scene = config.scene; this.scene.add.existing(this); } update () { this.angle++ } } And I create an instance like this in the create method of the scene: this.sprite = new mySprite({ scene: this, key: 'sprite', x: this.game.config.width/2, y: this.game.config.height/2-150 }) It shows up and there are no errors in the console, but it is not spinning as expected. Any ideas?
  11. Zoko & the Fireflies ( 2d platformer )

    Looks really polished and professional but it crashes when I select level before gameplay. It says zoko on black background and freezes.
  12. Grid-based physics plugin

    If you just want to check it out there is a demo online here: http://metroid.niklasberg.se/gridPhysics/ Otherwise, there are instructions at the end of the README.md-file ("brunch watch --server" to watch files and launch the server). Note that you need to navigate to http://localhost:3333/demo/ (not http://localhost:3333). I have had an unexpectedly busy period with unrelated stuff and haven't had time to work on the plugin for a while. However, it's far from abandoned and I plan to pick up the development as soon as things calm down.
  13. Grid-based physics plugin

    Thanks! After posting this I decided to create a repository on Github and I made a new "official" thread in the forum to post updates on the progress, and for anyone to drop questions, ideas and stuff.Github: https://github.com/nkholski/phaser-grid-physicsForum: http://www.html5gamedevs.com/topic/28051-grid-physics-plugin/
  14. Grid physics plugin

    I just updated the repository with the contribution from @samme. I also added the possibility to block bodies from leaving tiles in certain directions. I updated the demo and screenshot in the first post of this thread to demonstrate this feature that makes the hill in the right side of the demo screen possible.
  15. No, that won't work. That will only make the sprite1 variable refer to undefined instead of the sprite object, and the sprite object will be alive. What you probably want is to pool your sprites. Repeatedly destroying and creating high number of objects will hit performance as the automatic garbage collector will be busy tiding up after you. There is a lot of information on the issue. I wrote a blog post here: http://metroid.niklasberg.se/2016/02/29/making-a-custom-pool-class-by-extending-phaser-group The weapons plugin didn't exist at the time of the blog post. If it's bullet-type sprites you're destroying than I think that's your best choice.