• Content count

  • Joined

  • Last visited

  • Days Won


alex_h last won the day on November 13 2014

alex_h had the most liked content!

About alex_h

Contact Methods

  • Website URL

Profile Information

  • Gender
    Not Telling
  • Location
    Plettenberg Bay

Recent Profile Visitors

1,287 profile views
  1. For games targeting mobile devices you generally want to try to keep the quantity of garbage generated for collection at an absolute minimum, otherwise you can end up with your render frame rate seizing up momentarily while the GC does its sweep. This is going to apply particularly heavily to action games like platformers where any glitches in scrolling will be particularly noticeable. So if you can't create your whole map up front and have to do so on the fly during playback of the level then using a pool definitely does sound like a good idea if you want to achieve optimum mobile performance.
  2. You can access mic input via navigator.mediaDevices.getUserMedia
  3. thats really good! I tried to make a game like that once but found it just too damn hard to get the computer drivers to steer around the track convincingly. Well done!
  4. @mychiilist - sorry, sounds like I misunderstood your tools capabilities. While we're on the topic I just came across some interesting reading about native module support in browsers here
  5. Great that you have your own tools, but it's worth pointing out here that there is more to modules than just concatenation. It's perfectly possible to code without using them but I'd recommend reading up a bit on them as they are quite widely used so worth understanding in more detail.
  6. One big element that is largely missing though is module support so you'll likely want to use a module bundler like webpack. If you do want to use features that aren't yet supported in browsers then Babel is normally the preferred choice.
  7. I don't normally consider the angle but sometimes it's also useful to measure velocity and duration of the touch. Depends what you want to do with the swipe. It's common to want to do things like determine whether it is left to right or right to left, or up to down or down to up, which you can also do by comparing the start and end points.
  8. It's also possible to do this using two semi-circle sprites and a cut out chunk of your background. The limitation is that the circles need to be flat colour, unless you use them as a mask somehow. Set the anchor for both semi circles to half way down the straight edge, and position them both at the same point. Make one of them have its curved side on the left and be layered behind the chunk of cut out background. Make the other have its curve on the right side, and set it visible = false. For progress 0 - 50% rotate the first semi circle 180 degrees, effectively revealing it from behind the chunk of background. Then show the second semi circle and rotate it 180 degrees for the subsequent 50 - 100 %.
  9. This is pretty much what spine would do for you.
  10. It says here that you can stream video in Phaser:
  11. I'd suggest taking a look at phaser source code to see how it deals with video. Maybe it can handle streaming? If not then yes, you're probably better off going for a DOM based solution. You don't need to use a remote streaming server, streaming from localhost should still be fine.
  12. I don't know, I guess it depends how you're using them. If you're displaying them as phaser sprites then I imagine yes, you would then need to preload them and scan each frame to create textures. But if you are displaying them as plain html5 <video> elements in front of your game then it is certainly possible to stream them, eg like on youtube.
  13. Can you not stream them?
  14. If you get somebody to do the animations using spine then the clothing can be individual sprites that you would then be able to show / hide as necessary.
  15. Oooh, I've not come across texture maker before - that looks cool! Thanks for linking to it!