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  1. I'm wondering if anyone know a way to do something similar to this example but with arcade physics. I'm Basically trying to make a worms like grappling hook in my platforming game. I haven't looked deeply into it, but looking at the p2 source it seems abit heavy for me to understand and integrate. Any ideas?
  2. Is this project going obselete? There hasn´t been any update since 2.4.4 and im wondering if this project is dead. I tried to contact them about the 2.6.2 update a couple of days ago, but I haven´t got any answered as of yet.
  3. Subpixel render / pixelart scaling

    @hexus Yeah it totally makes sense. But wouldnt roundPixels take care of that?
  4. Subpixel render / pixelart scaling

    After some messing around, it seems like you get this effect only when the game is scaled by a non-integer.
  5. Subpixel render / pixelart scaling

    Thanks for the reply! @BlitZ - I've experimented with different sizes, but it didn't seem to change anything. I also tried to make sure that the canvas width and height can't be an odd number to make sure aspect and pixels per row are allways the same. (since 480x320 %2 == 0) @samme - The game gets scaled. In other words the canvas and everything with it. I could do it the other way around, but that seem like unnecessary work. @douglas - I can't quite see the relevance. Are you saying i have to create sprites from a tileset?
  6. So i've encountered a problem when it comes to rendering low res sprites and upscaling in phaser. I'm pretty sure this issue has been tackled many times, but i haven't found any good solutions to it. The problem is that some pixels are getting wider than others. Like this: My game is at 480x320 and im scaling the game with SHOW_ALL. I've tried settin roundPixels to true and various CSS tricks. But nothing seem to change. Anybody know a swift solution to this? Thanks!
  7. one jump.

    Since update is checking for if keyjump.isDown, you can rather add a function when input is pressed. Add this in create method: keyJump.onDown.add(someJumpFunction, this);
  8. Dynamic speed on tween

    Hallois Is there a way to dynamically change speeds with multiple points in a tween? Lets say i have this tween: game.add.tween(sprite).to({x:[400, 200],y:[400, 200]},1000); The problem here is that the speed will differ when moving to n position in array since the distance gets shorter. Is there a way around this? I could use onUpdateCallback function and detect when the tween is moving to a new position in array, but I can't seem to find a way to do that. Any ideas? Thanks
  9. @flahhi Are you sure its caused by post-rendering? Have you monitored what eats up the process?
  10. World size smaller than screen size

    @Starcluster You want to set worldbounds to be equals or smaller than the screensize? You can use viewport to get it;
  11. World size smaller than screen size

    If you want the canvas to rescale to screensize you can use game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; in your preload.
  12. FPS drop with camera movement & tilemaps

    @jilonor Yes. There isn't much difference between forcing to webgl or canvas when using tilemaps. Canvas might perform abit better on phones. This is how i fixed it: function tilemaps() { map = game.add.tilemap('level_1'); spriteBatch = new Phaser.SpriteBatch(; blockedLayer = map.createLayer('blockedLayer'); spriteBatch.add(blockedLayer); background = game.add.tileSprite(0, 0, 768, 288, 'background'); foreground = game.add.sprite(0, 0, 'foreground'); map.setCollisionBetween(0, 12, true, 'blockedLayer'); }
  13. FPS drop with camera movement & tilemaps

    @rcoaxil Thanks for your suggestion. I tried using spritebatch but they didn't render with the camera. Instead it resultet with black parts where it should've rendered. (I might have done this wrong) Anyways, I tried something else which worked. I added the tilelayers inside a spritebatch that isn't put to stage. Then i export an image from Tiles and then handling them as a sprite overlay. It might be a strange way to do it, but it improves the performance significantly,
  14. FPS drop with camera movement & tilemaps

    @nobody Afaik canvas has to render for every layer, which means that it has to render twice as much as with one. And then ofcourse its better to use as few layers as possible. I think its abit missleading to not adress this with the tilemap examples. The best solution is probably to not use tilemaps at all, and rather use another third party program that stores sprites properties. Like overlap2d, or mighteditor.
  15. FPS drop with camera movement & tilemaps

    Has anyone else encountered this before? I've tried some approaches, like stripping everything down to one layer and using tilesprites as background/foreground layers. It helps, but not close to what I want. I also tried phaser-tiled, it helps, but it doesn't support arcade physics yet. There probably are some rendering techniques I'm overlooking, but I'm not that experienced with Pixi. Any input is appreciated! Thanks!