rgk

Moderators
  • Content count

    185
  • Joined

  • Last visited

  • Days Won

    1

rgk last won the day on January 8

rgk had the most liked content!

About rgk

  • Rank
    Advanced Member

Contact Methods

  • Website URL
    http://rgk.madgizmo.com/

Profile Information

  • Gender
    Not Telling
  • Location
    New York

Recent Profile Visitors

1,241 profile views
  1. You can handle things like you handle ajax, but it would be considerably slower then using websockets.
  2. I think morally you do need to look at what your game achieves. Too many games, especially in the mobile market, take advantage of addictive tendencies, while not being an enjoyable game at its core. But then some games are extremely fun and just because you want to play a lot, I can't categorize that as addicting. When I am not satisfied after playing a game, or feel like I'm wasting time, these are the first flags of addicting gaming, in my eyes. Honestly what ever makes you sleep at night, I know I would feel horrible if I created a game that 0.1% of people spend huge amounts of their money on in game currency.
  3. Great game, its an enjoyable rouguelike. I was playing ice mage for and got to floor 2, I opened the a steel door of sorts and got destroyed.
  4. You should setup your contract in stages, and once certain things are locked in changes will cost more. Also I found this with a quick google search. http://www.wikihow.com/Terminate-a-Contract
  5. 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
  6. 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
  7. 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.
  8. Check this thread: Not much you can do, besides making a standalone client.
  9. And otherwise there is nothing you can do, you can try to have some reconnect logic etc...
  10. @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.
  11. 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
  12. @Fatalist Nothing changes, actually doing putImageData removes any visual change caused by the copy. I am assuming changing pixels isn't updating imageData?
  13. @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.
  14. @Fatalist How would I do that? I'm having a hard time figuring out where to update this data in the array.
  15. 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.