• Content count

  • Joined

  • Last visited

  1. Hi, my name is Alastair, and I am an experienced Phaser and game developer. I have worked with very large brands, including Justin Bieber, creating games for the web (desktop/mobile) for marketing purposes. I am currently looking for any paying business opportunities. While I will try to accommodate a variety of budgets, I feel like I can offer most value to established businesses. I am based in the UK, but can adjust my work hours as necessary. My schedule is currently free from 12th June, although I can of course discuss your needs at any time. The best way to reach me is to email [email protected] You can view my company website here: Games that I have worked on in the past include:
  2. Right, I think I'm with it now. I just wasn't looking at it from the right paradigm. I've updated my addTilesetImage methods to: map.addTilesetImage('venicebeach_fg', null, settings.tile.width, settings.tile.height, null, null, 0);map.addTilesetImage('venicebeach_mid', null, settings.tile.width, settings.tile.height, null, null, 5);And it's all working now, now that I understand how it should be used. Thanks for the help! (And yes, that's Hodor )
  3. So I just want to check if I am understanding you correctly: If I do: map.addTilesetImage('venicebeach_fg', null, settings.tile.width, settings.tile.height);map.addTilesetImage('venicebeach_mid', null, settings.tile.width, settings.tile.height);And for sake of argument, let's say they both have 5 tiles in them, if I want to use something from 'venicebeach_mid' then the <GID Number> index will be 5 - 10 ? That seems kind of annoying. I would like to be able to do (pseudocode/theoretical): var layer1 = createLayer(...);var layer2 = createLayer(...);var layer3 = createLayer(...);layer1.use('venicebeach_mid');layer2.use('venicebeach_fg');layer3.use('venicebeach_fg');// Do this a few timesforeach(something something) { var tileIndex = randomBetween(0, 5) map.putTile(tileIndex ... layer1) map.putTile(tileIndex ... layer2) map.putTile(tileIndex ... layer3)} Right now I know how to do all of this apart from assigning an image (tileset) to a layer (I want each tile layer to look different). Sorry if I haven't cleared it up or if I am misunderstanding tile layers. (I probably did mean to use createBlankLayer but still, no param to indicate which tileset image to use)
  4. Hi everyone, I have a problem which doesn't seem to be covered by the api or examples (that I have found), so hoping someone can help. I have this code, where I am programatically creating a tile map: map.addTilesetImage('venicebeach_fg', null, settings.tile.width, settings.tile.height); map.addTilesetImage('venicebeach_mid', null, settings.tile.width, settings.tile.height); currentLayer = map.create( 'fg',,, settings.tile.width, settings.tile.height ); currentLayer.resizeWorld();What I am looking for is to be able to say currentLayer.setTilesetImage or something? ( - no param) I don't really want to have to addTilesetImage in a certain order or something, that is not maintainable. The only 'answers' I have seen have said to use Tiled, but that is not an option in this case (please do not suggest that). Thanks for any help Edit: Just to be clear I plan on creating multiple layers. I'm not necessarily looking to change tilesetImage on the fly while the game is running.
  5. Kinetic motionState was exactly what I was after <3 Will look further into revolute constraints to see how it can improve my rotation 'animation'. Thanks again!
  6. Thank you very much for your help the both of you, I will take a look at both of these to see if it helps
  7. Hello everyone! I'm new to Phaser, so please bear with me if I have missed anything obvious. I am currently creating a pinball game, using the P2 physics option, and have managed to setup the level (static object) and ball (standard circle object) easily enough. I have setup gravity etc. But I am having a lot of problems with the flipper/paddles... - The problem I have is I want to set the flipper to static, but still be able to rotate it using the rotate methods. It doesn't seem like you can do this. Various angle/rotation variables are exposed on the game objects and their bodys, but assigning to these manually has inconsistent effects. So, I then tried setting the mass to 9999 and gravity to 0 so I can apply nice rotation methods... but I still find it slowly moves off its original position as I apply rotateLeft/Right to it. I could just force it back to its original x/y but that seems a bit poo. I'd really love to be able to set it to static, and have a nice rotation 'flick' function. - I have found this guy who made a pinball game, and he is using something called "revolutes". I tried copying his code and adjusting just as much as is necessary so it runs on the latest version of phaser (such as updating his math functions), but this always sets my paddle in a negative x,y position. What really annoys me about his project is that he doesn't seem to be telling the paddles to stay in place (through static or gravity modifiers or any other means that I can spot), they "just do". Does setting up a revolute fix an object into one place? Hopefully someone can follow along and help. Thank you very much in advance.