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About BattyMilk

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  1. It took a while but I finally got round to getting this in Apple's app store today if any iOS users want to check it out:
  2. I've looked through the examples but can't find the answer to my query. I've an idea for a game that would require me to have a specified centre of gravity rather just gravity applied to the game world dragging objects to the bottom. Is this supported in any of the physics engines? eg a spaceship flying past a planet would be affected by it's gravity
  3. I've developed an HTML5 game using cocoonjs. I followed various guides online to get the thing SSL'd(?) and zipaligned (?) and was finally able to get the APK supplied by cocoon in a format that the play store would accept. I have received an email from the play store advising me of a 60 day deadline to resolve SSL issues with the app (pasted below). Does anyone know of any online resource (or would care to share their advice) that can hold my hand through resolving this (preferably the whole process from cocoon APK to play store ready APK) issue. Getting it to a play store ready format took a couple of hours and if I'm honest, I have no idea how I got there Thanks, BattyMilk Email from the play store We wanted to let you know that your app(s) listed below statically link against a version of OpenSSL that has multiple security vulnerabilities for users. Please migrate your app(s) to an updated version of OpenSSL within 60 days of this notification. Beginning 7/7/15, Google Play will block publishing of any new apps and updates that use older, unsupported versions of OpenSSL (see below for details). REASON FOR WARNING: Violation of the dangerous products provision of the Content Policy and section 4.4 of the Developer Distribution Agreement. The vulnerabilities were fixed in OpenSSL versions beginning with 1.0.1h, 1.0.0m, and 0.9.8za. To confirm your OpenSSL version, you can do a grep via: $ unzip -p YourApp.apk | strings | grep "OpenSSL" For more information about the vulnerability, please see this OpenSSL Security Advisory. To confirm that you’ve upgraded correctly, upload the updated version of the app(s) to the Developer Console and check back after five hours. For other technical questions about managing OpenSSL, please see!forum/mailing.openssl.users. In 60 days, we will not accept app updates containing the vulnerabilities. In addition, we will reject new apps containing the vulnerabilities. Note: while the issues may not affect every app that uses OpenSSL versions prior to 1.0.1h, 1.0.0m, or 0.9.8za, developers should stay up to date on all security patches. Even if you think that specific issues may not be relevant, it's good practice to update any libraries in your app that have known issues. Please take this time to update apps that have out-of-date dependent libraries or other vulnerabilities. Before publishing applications, please ensure your apps’ compliance with the Developer Distribution Agreement and Content Policy. If you feel we have sent this warning in error, visit this Google Play Help Center article. Regards, Google Play Team
  4. Here you go. Using arcade physics: There are some great examples covering pretty much anything you could want to do in the Phaser examples.
  5. I'm using Phaser on a pretty big project at my day job but I wanted to see if I could develop a game from concept to completion in a day. Turns out I could. I started it in my bed last Sunday at 9am and was finished by around 7pm (including sourcing and creating sounds and graphics). I wrapped it up in an APK with Cocoon,js and uploaded it to the Google play store last night and here it is: (The figuring out cocoon and the play store and all the processes involved in getting my APK signed, zipaligned and uploaded to Google Play was an additional 6hrs) It's a very basic game using similar mechanics as flappy bird (I'm a dev, not a creative type. Don't judge me ) I'll be putting an iOS version out as soon as I can clear enough space on my 2012 MBA's 128ssd to get xcode installed. Let me know any comments.
  6. To prevent the build up of tumbleweeds, here's how I achieved this if anyone comes across a similar issue: DecoratorBonusScene.prototype.tweenScore = function(obj, startValue, endValue, time) { var scoreValue = {}; scoreValue.score = startValue; var scoreTween ={score: endValue}, time); scoreTween.onUpdateCallback(function() { obj.text = "Score: "+scoreValue.score; }); scoreTween.start(); }
  7. You're almost there You just need .start(){ alpha: 0 }, 500, null).start();
  8. Change your create function to: function create() { var bmd = game.add.bitmapData(300, 300);, 150, 64, 'rgb(0,200,0)'); sprite = game.add.sprite(200, 0, bmd); sprite.inputEnabled = true; sprite.input.enableDrag(); var style = { font: "16px Garamond", fill: "#ffffff", align: "left" }; text = game.add.text(10, 32, "circle postion", style);} And your update function: function update() { text.text = "x:" + sprite.x + " y:" + sprite.y;} (I couldn't work out how to fork your sandbox or share my changes to yours)
  9. I have a BitmapText object displaying a numeric score. i.e "Score: 50". Is there any way I can affect the score value with a tween when the score increases so that the number rolls up to to the new value, rather than just changing the text in one hit with: this.scoreLabel.text = "Score: 100"; I know that I could achieve this with the update function with checks for a flag that I set when the score goes up to increase the score until the desired value is reached, however it seems a little unnecessary and wasteful to be checking for this flag every cycle of the update function. Does anyone have any bright ideas how I could achieve this? Ta
  10. I knocked one of these out yesterday. This will give you a progress bar and a percentage counter: PreloadScene.prototype.preload = function () { //show percentage this.progress =,, '0%', {fill: 'white'}); this.progress.anchor.setTo(.5,.5); //show progress bar var progressBar =,, 'progressBar'); progressBar.anchor.setTo(0.5, 0.5);;, this); };PreloadScene.prototype.fileComplete = function (progress, cacheKey, success, totalLoaded, totalFiles) { this.progress.text = progress+"%";};
  11. Solved my own issue. There wasn't actually an issue. I'm assigning the JSON to a variable before I actually use it with Dragon Bones anyway so I can just modify it before I use it. Durrrr. var myJSON = game.cache.getJSON('key'); //run through function to update the x/y/etc //fire up dragon bones. I'm a genius
  12. Is there a way I can load JSON from a variable? I'm loading JSON for a Dragon Bones armature with:, json); I am trying to implement images served from a responsive image server based on the client's screen size for both performance and download time, many of my assets rely on associated JSON texture atlases and dragonbones armature and texture JSON. With the images being served at different sizes, I need to programatically modify the x, y, width, height, etc, etc of these files to match the resized image requested from the responsive image server. With my texture atlasses, I can do this easily with: name, image, null, jsonobject); but the same functionality is not available on load.json Is there a way to achieve what I'm trying to do?
  13. Perfect. Thank you!
  14. I'm upgrading a Phaser project from 2.0.5 to 2.2.2 and this no longer works: this.myTween = game.add.tween(this.myLabel) .to({y:, alpha:1}, 1000, Phaser.Easing.Quadratic.In) .to({alpha:0}, 500) .start(); this.myTween._lastChild.onComplete.add(this.myFunction, this); With Uncaught TypeError: Cannot read property 'onComplete' of undefined Searching the source, it seems all refs to _lastChild have been removed What is the best way to handle this now?