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About dimumurray

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  1. Krita is also another Photoshop alternative. Blender is an awesome smorgasbord of tools; 3D modeling, Rigging and animation, Compositing and more. Github's Atom editor. Github's Gist for sharing code snippets. Haxe for cross-platform development. For project management, documentation and tooling - Google's Cloud platform including Google Drive, GSuite (Google Sheets, Calendar, Slides, Docs, Forms), Google Cloud Storage (Datastore, Cloud SQL), Google Apps Script, and Google's extensive list of REST-based APIs
  2. I heard straight from the horse's mouth (the ironhide forums) that it took them 18 months...
  3. Github is hosting a gamejam for the month of November. Check out the following link for details: https://github.com/blog/2274-game-off-theme-announcement
  4. There isn't that much you can do to protect your code (at least not yet #WebAssembly). But there are a few steps you can take to make it a bit more difficult: Code Obfuscation If you're working on a multi-player game make it as server-authoritative as possible
  5. I prefer Polymer. With browsers becoming more powerful by the day there is a growing trend towards "using the platform" instead of relying on front-end heavy frameworks like Angular. Polymer aims to do just that. It gets out of your way as a developer by leveraging powerful technologies within modern browsers; Custom Elements, Imports, Service Workers, HTTP/2 and more. What's ironic is that both Polymer and Angular were created by Google. A few years ago front-end heavy frameworks were the dominant force in Web Development and Google teams responded with their own framework in the form of Angular, however they also had the foresight to think ahead and create Polymer to take advantage of the new advances in the web platform. I think Google was hedging their bets on which one would win out; heavy front-end frameworks or new web architecture (Web 2.0). Over the last 2-4 years there has been a massive uptick in spec. adoption and implementation across all browser vendors (yes even Mircosoft although its still dragging its foot with the implementation of certain features). I'd wager to say that Angular (even Angular 2.0) will be facing a decline in use once Web 2.0 frameworks really start to catch on. Here is a great video on what Polymer offers:
  6. It would have been more accurate to say "You already know Actionscript 3, so Javascript is easy". AS3 was based on ECMAScript4 a proposed standard for Javascript. Unfortunately, ECMAScript 4 was not adopted by the W3C standards body, but many of its features made it into ES6 (even more in the proposed ES7). So from a language syntax standpoint that statement does hold some weight. Actionscript also had several APIs designed to manage visual assets and many of today's HTML5/Javascript based tools borrowed from it. CanvasJS, OpenFL, even Phaser and PixiJS; each has elements of those AS3 APIs to varying degrees; which makes sense when you consider that the developer's behind these frameworks all have a background in Flash/Flex/Actionscript development. So, ultimately, coming from a Actionscript background does make it relatively (operative word here) easy to pick up Javascript.
  7. I doubt that you'll find a version of Phaser with an updated core. Lazer (formerly Phaser 3) uses a custom renderer (https://github.com/photonstorm/lazer).
  8. Just realized that you're working with p2.js and not Box2d. My example is based on work I've done using Box2D's chain shapes. Have you tried using Box2D? There are multiple Javascript ports (the most popular being this one.) You can integrate Box2D yourself or use the plugin available for Phaser (but the plugin will set you back $40).
  9. Since the walls are going to be static its extremely wasteful to make each tile its own body. I'd recommend that you create a single body comprised of multiple chain shapes ( a body can be comprised of multiple shapes) for your walls. A chain shape is just a series of line segments as seen below: The problem here is how do you find said line segments. What I've done in past projects is to create an monochrome version of the map (see below) and run it thru potrace. Potrace is an API that can extract polygonal or edge shapes from a bitmap. The version of potrace I've used in past projects was for actionscript but I was able to find a javascript port. Potrace produces a series of polygons that you can then use to create chain shapes for your collision wall body.
  10. This has been an ongoing discussion for some time. The guys over at ExtraCredit have many videos on the issue: https://www.youtube.com/user/ExtraCreditz/search?query=games+in+education
  11. Hello. Interested in porting your game. I frequent job sites like Upwork and Freelancer and saw jobs related to the sites you've mentioned posted. This for example: https://www.freelancer.com/projects/html-five/Build-Web-games-HTML/ I have to ask, assuming that you posted the above job proposal, do you really think that a budget in the range £20 - £250 is a reasonable asking price for the job?
  12. I too support using the Entity-Component-System paradigm for your game. MVC is great for enterprise applications; games not so much. Check out the following articles on Entity-Component-Systems; they'll give you a better feel for what this approach to game development offers: What is an entity system framework for game development? Why use an entity system framework for game development?
  13. I think you can simplify things a bit by using the vector dot product to find the shortest angle of rotation and then the vector cross product to find the direction of rotation (CW or CCW). You'll eliminate all those checks for direction. I touched on the topic in an older thread : But the best resource I've found on this and related topics is the following : http://natureofcode.com/book/chapter-6-autonomous-agents/
  14. I would love to be a part of your team but I don't have an extensive portfolio wrt to game development. Here's a thought, how about running a competition instead; define its parameters and scope so that it mirrors a typical game project your company would handle. Then have interested parties have a go at, and following review offer those your think have talent a spot on your team.
  15. A good start. I noticed 2 glaring issues. The first is when you start a level and the central tile auto-cycles; when you select it the cycle skips ahead to the next tile in the rotation. That alone will throw off a lot of players; many may consider it a bug. The second and more critical issue is visual feedback when interacting with a tile. When a player looks at the field its difficult to immediately differentiate one tile from another. You need to present a way to clearly and persistently define the tile(s) a player can interact with. One way would be to add a graphic to the tile that the player's mouse cursor is hovering over; something to indicate the boundaries of the tile. There is no analog for hovering with touch interfaces though so that it something you'll need to work-around somehow.