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  1. 2.5D platformer?

    @Raggar @vtange Great examples! This is definetity what i'm looking for. I'm thinking it would probably be easier to implement it with a 3d phsyics engine. But probably better performance wise with something like p2. Im not sure. Thanks everyone!
  2. 2.5D platformer?

    I've been looking for a framework for an idea i have. I want to create a 2d platformer with 3d objects for web and mobile. Babylon is attractive, but i'm unsure if there are any physics engine that can handle constraints and also suitable for a platformer in that way. Any ideas? Is unity the best way to go here? Thanks
  3. body touching callback?

    I have a class that extends phaser.sprite, and in update i want to do something to the object that its body is touching. Is there a way to get the sprite/object from body.touching? .. If that makes sense.
  4. Hello! I want to implement the equivalent of p2's distance constraint with arcade, but I'm having trouble getting started. Most of the information I could find about this was the physics part, which i can't really wrap my head around. But since arcade have the velocity and the gravity acting on that object, i thought this might be simple to do. I'm basically trying to do a simple rope swing (tarzan) with a constant distance between the player and a point, much like a pendulum. Does anyone here know how to do something like this? Thanks
  5. 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.
  6. Subpixel render / pixelart scaling

    @hexus Yeah it totally makes sense. But wouldnt roundPixels take care of that?
  7. 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.
  8. 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?
  9. 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!
  10. 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);
  11. 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
  12. @flahhi Are you sure its caused by post-rendering? Have you monitored what eats up the process?
  13. 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;
  14. 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.
  15. 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'); }