goyeneche

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About goyeneche

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  • Birthday 10/04/1990

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  1. I am using a webview with Cordova, I have Android 4.1.2 Do you mean inputEnabled = false; ?
  2. This make me think that pointers are unusable in mobile if you don't have something better than Galaxy S3, but it's strange that i didn't find anyone else who had the same problem, because pointers are meant to be used in mobile!
  3. In my game if you touch the screen and then move the pointer, the fps drops from 60fps to 35-40fps. ( tested in galaxy s3 mini ) And has nothing to do with my code, if I try this example: http://phaser.io/examples/v2/input/multi-touch The highest fps I get it's 50 without doing anything ( CANVAS mode ) Moving 1 pointer : 30-35fps Moving 2 pointers: 25-30fps. Pointers are very usefull, but they seem to be slooow. Is there anyway to optimize this? or at least replace the pointers with something else? I have a virtual gamepad to move a spaceship and a button to shoot. Thanks
  4. I see many people asking for reviews in groups on facebook, only for have many good reviews.. But, if you think just a moment, I know that google ASO depends on many variables like: quality and quantity of reviews, how many installs actually have, how many total installs, etc. It's seems to me that asking for a review it's worst, because someone write a review of 5 stars but never used your app/game and then they just delete it. This has an impact in the value of the app. I think that Google knows this. What do you think?
  5. I have a doubt that maybe someone can answer: I don't know if it's performant to have two physics working, maybe for bullets it's a good idea but you load one more physic engine in the game. Is this better?. One important thing that I can see is that your update() function is big, and have some forEach() with a lot of calculations. The game do that in each frame! I have a similar game may I'll upload the source but it's in a sort of Spanglish..
  6. Yes, in level 1 = 60 Boxes, level 2 = 200 Boxes I thought that the Boxes are the Walls, I don't know how much affects the performance having individual blocks of walls while scrolling. You can try removing that to see what happens the game it's ok, but I would like more action
  7. I see you have a lot of Box Objects, maybe is that?
  8. It's finished. but I am struggling with performance in mobile:
  9. In desktop you should't have many problems of performance, In mobile, well it's more complicated.. Do you create your objects before starting the game? this is an example (then you can reuse them)Be creative and do the minimun calculations inside update function. Are AI need to be calculated each frame?Avoid large images if possible.If you have texts in game you should try to use bitmap fonts (but I see you use text outside the game)Objects that are far from the player could avoid been drawing and doing calculations.Did you try Canvas?
  10. Oh I get it, by default littera doesn't include numbers! so I exported the bitmap without numbers...
  11. Yes, no errors and it shows in the game. I did it from scratch following phaser's examples and I find the problem. It only works if the text contains only string chars. For example this works: labelHP = game.add.bitmapText(10, 10, 'font','HP',22);labelHP.text = "test";labelHP.fixedToCamera = true;this not: labelHP = game.add.bitmapText(10, 10, 'font','HP',22);labelHP.text = "test1"; // <------labelHP.fixedToCamera = true;
  12. I tried with only text: labelHP.text = "HP1337";..Also.. labelHP.setText("HP1337");but gives me the same error: phaser.min.js:17 Uncaught TypeError: Cannot read property 'texture' of undefined(…)
  13. I am trying to use bitmap fonts, it actually works, but when I try to change the value I get: "Uncaught TypeError: Cannot read property 'texture' of undefined" Preload game.load.bitmapFont('font', 'assets/fonts/font.png', 'assets/fonts/font.fnt');Create labelHP = game.add.bitmapText(10, 10, 'font','HP',22);labelHP.text = 'HP' + player.model.state.life // This causes the error.labelHP.fixedToCamera = true;I used littera to generate the font. thanks