kemz

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About kemz

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    Taipei, Taiwan

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  1. kemz

    Bouncy -Jump or Die android game

    Thank you @espace3d for your feedback.The screenshots were shot from iPhone 6s, I am surprised it looks blurry on your device. I will improve the resolution.
  2. kemz

    Bouncy -Jump Or Die

    @samme I have added it to the list.
  3. kemz

    Bouncy -Jump Or Die

    I have just uploaded my phaser mobile game on google play store this is the google play link Bouncy -Jump or Die, You review and suggestions are highly welcome
  4. I have just uploaded my phaser mobile game on google play store this is the google play link Bouncy -Jump or Die , You review and suggestions are highly welcom
  5. kemz

    My coming Phaser Game

    my coming phaser mobile game. Phaserjs always give me a reason to come back. The game tutorial is coming soon at my blog http://kemojallow.com/blog/
  6. kemz

    Jump jump

    Hey everyone. I recently made a game called "Jump Jump" using Phaser framework. Its has simple rule, jump and don't get hit. mobile web friendly; coming to googleplay store and apple appstore soon! Any feedback is highly welcome, please enjoy! play! http://www.newgrounds.com/portal/view/673040
  7. Thank you, it work on browser but not on mobile devices.
  8. thank you for you reply. It does not work ( it seems like direction is always 1 in the update function ). The direcction changes to -1 only in one frame and then goes back to +1.
  9. I created a sprite which move in a circular motion . I want to change the direction of the sprite if the mouse button(touch) is clicked, but it's not working(when the mouse is click, the direction does not change).Below is my code. Any help pls. thanks in advance. create: function() { this.stage.backgroundColor = '#FFFFFF'; x = this.world.centerX; y = this.world.centerY; this.direction = 1; this.speedDelta = 0.002; this.radius = 114; this.physics.startSystem(Phaser.Physics.ARCADE); //adding player this.player = this.add.sprite(x, y, 'player'); this.player.anchor.setTo(0.5, 0.5); this.game.physics.arcade.enable(this.player); this.input.onDown.add(this.changeDirection, this); }, update: function() { if (this.direction == 1) { this.speedDelta = 0.002; } else if (this.direction == -1) { this.speedDelta = -0.002; } var period = this.time.now * this.speedDelta; this.player.x = Math.cos(period) * this.radius; this.player.y = d + Math.sin(period) * this.radius; }, changeDirection: function() { this.direction *= -1; }}
  10. Thanks for your replies. It is still not working. The direction doesn't change. Below is my second attempt: create: function () { this.stage.backgroundColor = '#FFFFFF' ; x = this.world.centerX; y =this.world.centerY; this.direction = 1; this.speedDelta= 0.002; this.radius = 114; this.physics.startSystem(Phaser.Physics.ARCADE); //adding player this.player = this.add.sprite( x , y ,'player'); this.player.anchor.setTo(0.5, 0.5); this.game.physics.arcade.enable(this.player); this.input.onDown.add(this.changeDirection, this); }, update: function(){ if(this.direction == 1){ this.speedDelta = 0.002;}else if(this.direction == 1){ this.speedDelta = -0.002;} var period = this.time.now * this.speedDelta; this.player.x = this.direction * Math.cos(period) * this.radius; this.player.y = this.direction * (d+Math.sin(period) * this.radius); }, changeDirection: function(){ this.direction = -this.direction;}}
  11. I created a sprite which move in a circular motion . I want to change the direction if the mouse button is clicked, but it's working.Below is my code. Any help pls. thanks in advance. create: function () { this.stage.backgroundColor = '#FFFFFF' ; x = this.world.centerX; y =this.world.centerY; this.direction = 1; this.speedDelta= 0.002; this.radius = 114; this.physics.startSystem(Phaser.Physics.ARCADE); //adding player this.player = this.add.sprite( x , y ,'player'); this.player.anchor.setTo(0.5, 0.5); this.game.physics.arcade.enable(this.player); this.input.onDown.add(this.changeDirection, this); }, update: function(){ var period = this.time.now * this.speedDelta; this.player.x = this.direction * Math.cos(period) * this.radius; this.player.y = this.direction * (d+Math.sin(period) * this.radius); }, changeDirection: function(){ this.direction = -this.direction;}}
  12. My project consist of 3 js files with two game state ( main and gameOver). One called levelManager which contain code for number of enemies to be spawn for different levels. The second one called main controls the game logic and increase the level. The third called gameOver. The number of enemies to be spawn for each level are as follow: level number of enemies 1 1 2 2 3 3 4 8 5 9 .. .. .. .. The problem i have is : if i kill the enemies( enemy.kill()) in level 1, instead of 2 enemies to be spawn in level 2 only one is spawn. Also, if i kill the enemies in level 3 only 5 enemies are spawn in level 4. Any help please?
  13. kemz

    Arcade gravity at an angle.

    Is it possible to set arcade gravity at an angle ( say 10 degrees)?
  14. kemz

    Help to scale objects in ScaleManager.RESIZE

    Does it work for you?
  15. kemz

    Scaling sprites and TilemapLayers using

    hello, I usually do it this way: var innerWidth = window.innerWidth; var innerHeight = window.innerHeight; var gameRatio = innerWidth/innerHeight; h = 480; w = h*gameRatio; var game = new Phaser.Game(w, h, Phaser.CANVAS,'game'); // width = 100% and height = 100%and then in preload function add: this.game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;this.scale.pageAlignHorizontally = true;this.scale.pageAlignVertically = true;this.scale.setScreenSize(true);This will scale the game to fit any device screen irrespective of the screen size.