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About NumbOfAthma

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  • Birthday 02/02/1988

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  • Location
    Ploiesti, Romania
  • Interests
    Learning to build awesome games!

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  1. Hi guys, Is there any way you can change the position of an emitter created with Particle Storm from (x,y) to (x1, y1) and then to (x2, y2)? Any ideas? --- Or how to destroy an emitter?
  2. Ummm I did it like this, it's ugly but it does the trick: // Deduct the width and height of the screen window.width = navigator.isCocoonJS ? window.innerWidth * window.dips: window.innerWidth; window.height = navigator.isCocoonJS ? window.innerHeight * window.dips: window.innerHeight; window.width = ~~width; window.height = ~~height; window.ratio = Math.round( (height / width) * 100) / 100; var game = new Phaser.Game(480, 800, Phaser.CANVAS); // --- Add states here window.onload = function() { var rw = Math.round(window.width / game.width * 100) / 100; var rh = Math.round(window.height / game.height * 100) / 100; var r = (rw <= rh) ? rw : rh; var actualGameWidth = ~~(r * game.width); var actualGameHeight = ~~(r * game.height); var paddingTB; paddingTB = ~~((window.height - 1 * actualGameHeight) / 2 / window.devicePixelRatio); var paddingLR; paddingLR = ~~((window.width - 1 * actualGameWidth) / 2 / window.devicePixelRatio); var canvas = document.querySelector('canvas'); = "absolute"; = paddingTB; = paddingTB; = paddingLR; = paddingLR; }
  3. @espace3d, thanks for the solution, I'll give it a try. @samme, I've tried many properties from the game, including scale.height. In the browser the value it's ok but in Cocoon doesn't have the same value as in the browser, it fallsback to the height used to instantiate the game
  4. Thank you, rich!
  5. Hey guys, I was wondering if Particle Storm can handle an atlas: I'm trying to port this: var emitter =, this.moon.y - ~~(this.moon.y * 0.5), 25); emitter.makeParticles("prefabs", ['present_0.png', 'present_1.png', 'present_2.png', 'present_3.png', 'present_4.png', 'present_5.png', 'present_6.png', 'present_7.png', 'present_8.png', 'present_9.png']); emitter.gravity = 200; emitter.start(true, 3500, null, 15); and from what I've seen until now there is only this setup in Particle Storm: var data = { lifespan: { min: 2000, max: 3000 }, image: ['flare_diamond', 'flare_point', 'flare_vertical'] }; Any ideas? Thank you!
  6. Yup, about I'm talking too. I got a portrait game and I cannot center it vertically. I've tried both of your suggestions... no success
  7. Thanks! But it only works in the browser, in Cocoon wrapper it does not work
  8. Or.... what to use to get the height of the game canvas AFTER it's been resized to fit the device screen.. I've looked on the game.canvas, game.context.canvas, game.scale properties... but nothing helpful... Any ideas?
  9. Hello guys, I'm struggling to vertically center my Phaser game inside Cocoon IO wrapper. In the browser it's all centered both horizontally and vertically but when I load it into Cocoon the game is aligned top. My setup: - html & body tags' height property is set to 100% - I don't have a div containing the canvas element, I let Phaser handle the creation of the canvas. - In the Boot state I use: this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.scale.pageAlignHorizontally = true; this.scale.pageAlignVertically = true; this.scale.refresh(); For some reason, though my screen is 1920 x 1080, and the canvas been displayed like this: <canvas width="480" height="800" style="display: block; touch-action: none; user-select: none; -webkit-tap-highlight-color: rgba(0, 0, 0, 0); width: 1080px; height: 1800px; cursor: inherit; margin-left: 0px; margin-top: 60px; margin-bottom: -60px;"></canvas> I end up in Cocoon with the game align to the top of the screen and the 120 extra pixels in the bottom and not distributed equally on the top and bottom of the game. Any advice on this? Thanks!
  10. [Bump] Any solution to this? I'm still getting "Not implemented createElement: video" in Cocoon even after I've made a Phaser custom build from which I've removed the video module. Any advice on this? Thanks! -------- I even removed the audio from the game... still no luck...
  11. Great game! You really put some effort into it! I was wondering how did you managed to restrict de movement when you draw the letter. -------------- PS: It's a good example of excelent game animation!
  12. Oops!... Thanks a lot, I've edited it the post! Merry Christmas!
  13. Hello! My second Phaser game, Gift Rush, has hit the Google Play and Amazon Appstore (coming soon on Apple Appstore)! The game is FREE and does NOT have any ADS... it's a Christmas game after all. The plot: Grinch has stolen all of the Christmas presents. Follow the trail of presents and collect as many as you can to save Christmas. Instructions: Tap the screen to change platforms, collect presents & power ups and avoid icicles. Google Play: Amazon Appstore: Hope you guys enjoy it... and Marry Christmas!
  14. My game, PAWs!, just hit Amazon Market and I also update it for the holidays with a beautiful winter background and with three new "Christmassy" characters to unlock (update available only on Android devices, for now). Google Play:… Apple Appstore:…/a…/paws!-live-to-purr/id989570749 Amazon Appstore:…/…/B019RNT5QA Website:
  15. Hi guys, After several months and tens of hours of work I released the v2 of my first game PAWs! Some of the new key features I’ve added: - Ten new cool characters that can be unlocked for FREE. Each character that you unlock comes with one or more extra lives. - I've replaced the numbers and signs with shapes for a better visibility and also because some people don't like numbers. - I’ve changed the rewards system to just hearts (that fill the health bar) and stars (which give x2 bonus for a limited time). I think it's less confusing this way. - I’ve replaced most of the sounds with cooler ones. - Full menu makeover. - Lots of optimizations. - Made game much more intuitive. Website: Google Play: App Store:!-live-to-purr/id989570749 Any feedback will be highly appreciated! Thank you!