fitness23

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About fitness23

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  1. So I'm trying to create a tween within my sprite called "walkingTween". enemy.walkingTween = this.game.add.tween(enemy).to({ x: this.player.x, y: this.player.y }, walkSpeedTime, Phaser.Easing.none).start(); And this successfully makes the tween happen. However when I try to make it do something after the tween, onComplete doesn't trigger off. enemy.walkingTween.onComplete.addOnce(function () { console.log("Tween Complete!"); }, this); Any ideas? If I did a normal tween such as: var enemyWalk = this.game.add.tween(enemy).to({ x: this.player.x, y: this.player.y }, walkSpeedTime, Phaser.Easing.none).start(); Then the onComplete function DOES work. But for various reasons I have to have this tween assigned under the sprite itself.
  2. Cool thanks for the reply. The grouping and visibility would be a lot easier! But how would I pause the game behind it whilst the user is fiddling with the Volume level?
  3. So I have my main game state called "Game" and I need to allow the user to go to another state called "Volume". I can make the user go to the "Volume" state all fine, but when I try going back to "Game" state by doing: this.state.start('Game'); all the functions I put in the Create function get re-run and the player has to start from the beginning again. I need the game to remember where the player was standing, where the enemies were etc, without the state restarting. Any ideas?
  4. Sorry I think I've solved it now. Windows 10 doesn't seem to work with an Xbox 360 controller, but it does seem to work with an Xbox One.
  5. I'm a bit confused as to how the Phaser gamepad example works. I have my XBOX 360 controller connected to my Windows 10 laptop. I then visit the example page = https://phaser.io/examples/v2/input/gamepad But it seems as though the page doesn't recognise that a controller has been connected. Am I missing anything?
  6. This worked perfectly! Thanks so much I would never have got that.
  7. I've been looking everywhere but is there a way to tween animate world bounds? IE tween the width: From: this.game.world.setBounds(0, 0, 1400, 500); To: this.game.world.setBounds(0, 0, 2000, 500);
  8. Hi @trpzn I have the code here. I hope @Anderberg doesn't mind since he made it available before: /* Fix for Phaser to properly remove music cache START */ Phaser.Sound.prototype.onEndedHandler = function () { this._sound.onended = null; this.isPlaying = false; this.stop(); if (this.externalNode) { this._sound.disconnect(this.externalNode); } else { this._sound.disconnect(this.gainNode); } }; Phaser.Sound.prototype.stop = function () { if (this.isPlaying && this._sound) { if (this.usingWebAudio) { if (typeof this._sound.stop === 'undefined') { this._sound.noteOff(0); } else { try { this._sound.stop(0); } catch (e) { // Thanks Android 4.4 } } } else if (this.usingAudioTag) { this._sound.pause(); this._sound.currentTime = 0; } } this.pendingPlayback = false; this.isPlaying = false; var prevMarker = this.currentMarker; if (this.currentMarker !== '') { this.onMarkerComplete.dispatch(this.currentMarker, this); } this.currentMarker = ''; if (this.fadeTween !== null) { this.fadeTween.stop(); } if (!this.paused) { this.onStop.dispatch(this, prevMarker); } }; /* Fix for Phaser to properly remove music cache END */ This works fine for my project which is in Phaser version 2.6.2. As far as I know it is still an open issue, I have to assume not many people have run into this issue before but when you are making big games like mine which is over an hour long you need to be able to ditch the audio easily Hope that helps.
  9. Hi @Tua, Thanks very much for your lovely comments. You've encouraged me to do a quick write up of my experience so far so I've written a quick article here = http://www.andy-howard.com/phaser-to-steam/ Main points were that I used nw.js to make the exe file. There are a few things to be aware of such as the icons going a bit strange and the fullscreen mode but I hope it's helpful Are you making an exe file yourself?
  10. Hi @rich, Yes of course. I'm finding it useful to document stuff like this so I remember for next time haha. I'll wait a few more weeks and write back on this post.
  11. Hi, I would like to build a pixel art game and I have identified that I would like the original size of the canvas to be 400px (width) x 225px (height). Of course I need to scale this up to show that it is indeed pixel art but which option do I take: 1) Upscale the graphics via image editing software to be at a bigger scale or... 2) Just make Phaser scale the canvas directly from the original 400px x 225px canvas and turn off anti-alias. This sounds like the most obvious choice. Thanks
  12. Thanks so much @rich
  13. Hi there, My last post was trying to get Bayou Island past Steam Greenlight. It passed and now Bayou island has now been released on Steam! This 'little' project has taken me nearly 2 years to complete. It is a Point and Click adventure game. Here's the link = http://bit.ly/2l8pcYy Description: Help an unknown captain make his way through the mysterious Bayou Island and try to find a way back to his ship. Solve the various puzzles and talk with the island's inhabitants to uncover what is really going on. But is something sinister afoot? Who is telling the truth? Who can you really trust? Using your logic is the only way you're going to win. This has been made with the love and inspiration of the point and click adventure games of the 90s. Features: - Easy to use Point and Click user interface - Gorgeous graphics - Beautifully composed original music - Easy to use controls - Rich storyline which progresses when each puzzle is solved Many thanks to all in the Pixi and Phaser community for helping me Andrew.
  14. @scheffgames yes most of the time they are made for gaming portals. But you can still make the game run as an exe file (using nw.js and Enigma) and send out to Steam
  15. Thank you so much for your vote I'm really pleased that you like the look of it.