microcipcip

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About microcipcip

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  1. I have finished my first game with the help of two designers, it's called The "General Election Game" and it is a platformer. I used PhpStom, Tiled, Photoshop and Spine. In the splash screen I detect Mobile/Desktop and show the relevant buttons depending if touch is enabled. I also created a realtime score board with firebase. http://general-election-game.co.uk/
  2. @MadDogTorx Your solution does not work for me, all touch events for buttons stop working, and the game.input.touch.preventDefault set to false does absolutely nothing on my end. Is it possible that there is no fix for such a common (and in my opinion quite critical) problem?
  3. Thanks everyone for your feedback, I have made Jeremy stronger and added two more levels I really like the idea of burning down the Mill I wish I had more time to add that!
  4. Hi all, Me and my team have just made our very first game and I would really appreciate some feedback! Here's the link to play it online and below is a screenshot of how it looks: The Game is about Jeremy Corbyn, the Labour leader, that in the game is portrayed as a Wizard that can turn evil into good. I have just created 5 levels for now but I am not sure that the gameplay works 100%. It seems to me that the game is too easy, but my opinion doesn't count because I know how the enemies behave and how the levels look. Maybe I should increase the number of enemies per level or the speed? Or it works ok as it is now? Any feedback is greately appreciated, thanks!
  5. I am building a platformer game Mario Style, and I have a tiled tilemap. I know how to set collisions and place it in the game statically, but I don't understand if it is possible to reuse the same tilemap to, for example, move platforms up/down left/right or load the character spritesheet that is inside the tilemap and animate it. So, basically...do I need a separate spritesheet for dynamic sprites (for example bundled with texturepacker)? Or should I use the same tilemap but load it again as a spritesheet so I reuse the same PNG? Would that improve performance?
  6. Hi, I have a very simple playform game Mario style with arcade physics and two small sprites (platform terrein and player, no background). When I set the game to be 100% width and 100% height (my monitor res is 1920x1080) the framerate is 30 in Firefox and 15/20 in Chrome. I use the following code: new Phaser.Game('100%', '100%', Phaser.AUTO); Does anybody know why would it go so slow if it is only using two sprites? I am big fan of fullscreen games as they are more immersive. The reason I am asking is because I was having a look at Construct2 demos and they are very smooth on fullscreen, see this example: https://www.scirra.com/arcade/other-games/lumino-beta-14206 Is Construct using something like Emscripten?
  7. Thanks for the reply. What about the initialization of the parameters inside the function? Is this a common way to share/reference them inside the prototype and across game states?
  8. Hi, I am new to PhaserJS and I have been learning the basics with the Interphase book. I would like to know why is everything defined inside the prototype? Is this for avoiding performance issues? Common practice? Or because I am going in this way you can reuse the State several times in the game? Also, what is the purpose of defining objects properties inside the function and then use them in the prototype? For example, see this.sprite and this.bg in the example below; is this a way of sharing the parameters across states? var MyGame = {};MyGame.StateA = function (game) { this.sprite = null; this.bg = null;};MyGame.StateA.prototype = { preload: function () {}, create: function () {}};
  9. Ok, thanks for your reply , I had guessed that this was the reason!
  10. Why did you close GitHub issues tracker? Isn't that a good way to receive positive feedback from the community and fix outstanding bugs?