rgk

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rgk last won the day on January 8

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About rgk

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  1. Well since your using node, your going to most likely want a VPS. A lot of shared hosts offer ssh access though. I use linode, here is my ref link: https://www.linode.com/?r=91ab7019193a872cd28fa4f7283a6c79390b4b17
  2. Those files are 2.6.2, are you sure you downloaded it or uploaded it correctly? Also try clearing cache. https://github.com/photonstorm/phaser/blob/v2.6.2/build/phaser.min.js
  3. Just so you know rotation works with arcade physics. https://phaser.io/examples/v2/sprites/sprite-rotation Most likely if you making a reasonable game for the web, phaser is right for you. I do agree p2 seems like over kill.
  4. Check this thread: Not much you can do, besides making a standalone client.
  5. And otherwise there is nothing you can do, you can try to have some reconnect logic etc...
  6. @Fatalist I had to change all the use I had of getPixel to getPixel32, because I oddly enough used both in two different situations and only getPixel32 worked properly. I don't alter the buffer, I switched to the .pixels property directly. Also here is the initial pull request, it needs some work though. https://github.com/photonstorm/phaser-ce/pull/12 Edit: Which I just sent over a PR to fix those doc issues and changed the method scope.
  7. I forgot to Math.floor() the bullet.x and bullet.y values, and it works! Obvious issues are you can't use getPixel, only getPixel32 because of what they access, I am going to be trying to add this to phaser and I will make sure to give you credit @Fatalist
  8. @Fatalist Nothing changes, actually doing putImageData removes any visual change caused by the copy. I am assuming changing pixels isn't updating imageData?
  9. @Fatalist Thank you, that got me moving in the right direction. Problem is if I set dest.pixels to destPixels, nothing happens. Do I also have to update other values like the buffer? this.bmd.copy(this.level, 1200, 1200, 100, 100, 0, 0); // This grabs an obvious square for testing. this.bmd.update(); this.level.copy(this.bmd, 0, 0, 100, 100, bullet.x - 50, bullet.y - 50); this.copyBitmapData(this.bmd, this.level, bullet.x - 50, bullet.y - 50); The copy back visually updates it but getPixel doesn't pickup on the changes, obviously doing a this.level.update does the trick after the copy. @mattstyles That is a very cool library (I'm going to be using it to handle huge arrays in the future), I'm looking to do it as lightweight as possible for the sake of putting it back in Phaser. I am sure someone can use an optimized way to update large bitmaps.
  10. @Fatalist How would I do that? I'm having a hard time figuring out where to update this data in the array.
  11. So one major optimization issue I have is that I update a bitmap and I have huge bitmaps, originally 4800 wide by 2100 high. ( Currently shrinking them to optimize because of update() ) Bullets remove chunks of ground, so I can't really call it less. The update function completely recreates all of that data. https://github.com/photonstorm/phaser/blob/v2.6.2/src/gameobjects/BitmapData.js#L596 Using the x, y, width and height forgets all the other data besides what is inside that. Does anyone know of any way of only updating a small portion of it while still keeping the rest of the array intact? I've been looking into it for quite some time with little luck.
  12. Can you show the game? I have similar issues where I get randomly different performance. It can be based off of a lot of things, maybe the other machine has more things running in the background? aka check task manager.
  13. Honestly what is airships.online? I went in as a guest and made some sort of map by clicking the screen and adding boxes. Each time I fell to the same ground (never saw what I made), saw no online features, nor anything to do but jump and move + a few debug options. Also the login works by just clicking login without any input, does it feature any online features besides making an account? I see you used socket.io.
  14. I use primus.io with primus-rooms but a lot of my implementation was very custom. Also express to serve the site. A list of what I used can be seen here: http://aerialdrop.com/credits
  15. Yeah I do have a queue manager in place, honestly I never had experience with it before and many things happen, different packets get sent at different times and you have to always have fail safes and lag compensation. When I say it took a year to perfect, the initial implementation was done in a few months but bugs kept arising.