non_tech_guy

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    non_tech_guy
  1. non_tech_guy

    Best practice for Canvas game development

    @rvizcaino Phaser is great but is not always the best framework for me to use. I really do like the way that the framework is structured ie - Boot | Preloader | Main Menu | Game. @d13 thanks for you in depth response. I have seen the gameLoop mentioned quite a lot posts but I was not familiar with it in fact I am not familiar with retained and intermediate mode so thanks for the link. On the topic of game screens like start screen | main menu | pause overlay | reset overlay | game over screens, should those be part of the canvas or as divs that exist above the canvas? I have implemented them both ways in my projects but I am not certain one has a distinct advantage over the other. In flash they were always part of the swf but canvas does not render fonts very well.
  2. non_tech_guy

    Best practice for Canvas game development

    Hello, I have been creating simple online 2d apps for the last few years. I started out in flash and now find myself doing only HTML5 canvas development. Because of my background I am using the createjs library which has really seem so many improvements over the last year and makes the transition to js quite seemless. Phaser is a good looking framework but not all of my projects suit it. I have also been implementing my own MVC design pattern which I had been using in flash. It basically sets up a model and controller as singletons and dispatches events via an eventDispatcher. There are a few things that I am still unsure about starting out a project and I hope to find some of the answers here. By using my MVC approach I have to spend quite a lot of time setting up my project and I am looking at other built frameworks that might help speed this process up. What is the best approach when doing a canvas app? Should all assets be part of the canvas like game overlay screens or should those screen be divs in the HTML that exist above the canvas? I have implemented projects both ways but don't see which is better. Even when implementing my MVC pattern I find that my projects can start to fall over when they get bigger so I have been looking at Backbone and Angular but not sure which framework is better for canvas development. I guess that it the game overlay screens mentioned above are divs then Angular could work. Anyone been there done that? Any and all feedback is welcome, Thanks.
  3. non_tech_guy

    Ai->Canvas 1.2 for Illustrator CC (and CS6)

    Got it working, human error.
  4. non_tech_guy

    Ai->Canvas 1.2 for Illustrator CC (and CS6)

    Hi, Anyone else finding that Ai2Canvas_1.1 and Ai2Canvas_1.2 causes Illustrator CC 2014 to quit unexpectedly? Does this mean it only works on Illustrator CC? Thx.
  5. non_tech_guy

    Pacman game

    I guess since the objective was to create a game and play around with the physics I should probably look at building another game. Thanks for the advice.
  6. non_tech_guy

    Pacman game

    Hi, I read a really good article about the ghost movent in the original Pacman arcade game and thought building a Pacman game would be a great way to learn to use the awesome Phaser framework. The article can be found here - http://gameinternals.com/post/2072558330/understanding-pac-man-ghost-behavior My question is.... Is there a way to know which side of your object has collided with the walls in your game? In my case when the ghosts collide with the walls in the game they need to make decisions on which direction to move next. Thx.
  7. non_tech_guy

    Collision Between the same group

    Thanks for your feedback. I have noticed that this still produces some on the group elements to overlap so I have included my update function below. There are basically 3 types of players and it seems that players of the same type can still overlap. Players are move in and out of arrays as they are added and removed from the field and I have excluded the opponents code from the update function below. update:function(){ this.game.physics.arcade.collide(this.player_group); this.game.physics.arcade.collide(this.opponent_group); this.game.physics.arcade.collide(this.player_group, this.opponent_group); for(var i=0;i<this.forwardsOnField.length;i++){ if(this.forwardsOnField.body.x > -150){ this.forwardsOnField.body.velocity.x = this.forwardsOnField.getSpeed(); }else{ this.forwardsOnField.body.velocity.x = 0; this.forwardsOnField.body.x = this.game.width; this.forwardsOffField.push(this.forwardsOnField); this.forwardsOnField.splice(i,1); this.forwardsLabel.text = this.forwardsOffField.length; } } for(var j=0;j<this.backsOnField.length;j++){ if(this.backsOnField[j].body.x > -75){ this.backsOnField[j].body.velocity.x = this.backsOnField[j].getSpeed(); }else{ this.backsOnField[j].body.velocity.x = 0; this.backsOnField[j].body.x = this.game.width; this.backsOffField.push(this.backsOnField[j]); this.backsOnField.splice(j,1); this.backsLabel.text = this.backsOffField.length; } } for(var k=0;k<this.scrumhalfOnField.length;k++){ if(this.scrumhalfOnField[k].body.x > -75){ this.scrumhalfOnField[k].body.velocity.x = this.scrumhalfOnField[k].getSpeed(); }else{ this.scrumhalfOnField[k].body.velocity.x = 0; this.scrumhalfOnField[k].body.x = this.game.width; this.scrumhalfOffField.push(this.scrumhalfOnField[k]); this.scrumhalfOnField.splice(k,1); this.scrumhalfLabel.text = this.scrumhalfOffField.length; } } },
  8. non_tech_guy

    Collision Between the same group

    Hi, I have two groups, one is players that move from right to left. The other is opponents that move from left to right. The two groups collide which is exactly what I want. I also want the players in the players_group to collide with each other and the opponents in the opponents_group to collide with each other. The idea is that you can drop players in lanes and they push the opponents backwards if there are more players in the lane than opponents. Currently some of the players overlap each other rather than stacking up against each other when they collide. I currently have the following code in my update function this.game.physics.arcade.collide(this.player_group, this.opponent_group); Thx.