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  1. NetBeans mainly, nowadays. Visual Studio for some Windows/Windows Phone related stuff. XCode in Mac for iOS code.
  2. Those of you who are interested in the technology behind Tap Derby, here's a short text I wrote to another forum. If you have any questions, I'm happy to answer. --------------------- I got hooked with some time ago and got interested in online/multiplayer technologies. So I decided to write my first own online game from scratch. I already had a Linode (what a wonderful service!) virtual server instance and I started to study technology options. I wanted to build the game on top of a browser, to learn more about HTML5. I ended up evaluating HTML5 gaming frameworks and picked up the most popular one - Phaser ( PIXI looked very promising at first, but seemed to lack some of the features I needed. Besides, Phaser is using PIXI under the hood, it helped me to make the decision. Then, backend. As said, I already had a Linux server available. I have quite a lot of experience on PHP/Apache, but quite soon everything started to point towards Node.js. It should offer better performance and - most importantly - it has a nice support for lightning fast messaging between a server and a client. Those of you who don't know, Node.js is a lightweight web server (like Apache) and you code it with Javascript. I wanted also to secure possible future extensions, like user authentication, so I decided to wrap everything in PHP on the server side. I picked up Lumen framework, which is a lightweight version of popular Laravel. To summarize, the client contacts Lumen PHP code via Apache, which then returns HTML to browser. Browser loads and runs Javascript, which communicates with Node.js instance on the same server via messages. It was pure fun. Thinking now, I made really good choices. Phaser has lot of features and a active community. Node.js was very easy to code. seem to be robust and very easy to use. Lumen keeps things in order and offers future database and authorization extensions.
  3. Thanks for the support, appreciated!
  4. The main purpose was to learn new technologies (Phaser & for some other future projects, but if people like it, I'll add some features and maybe some adverts on the main page to get couple of dimes back. Glad you liked it
  5. Thanks for trying it out! Yes, it requires some skills to ride the track under two minutes. Based on the test team feedback I changed the control easy-to-use but hard-to-master. I hope it's not too difficult though.
  6. Here's a screen shot of a game I just released as beta. It's an online/multiplayer roll-a-ball derby simulation, sort of. Found in: Put together with: - Phaser (ofcourse!) - - node.js - Laravel/Lumen php framework The server is physically located in London, works perfectly from here (Helsinki). I would appreciate if any of you located in Americas, Far East, South Africa... could try it out and see how it works. There's not too much messaging between client & server, so I assume it will be fine...
  7. Thanks! I assume that after all this you create a callback with createGroupCallback? Sounds a bit complicated compared to sprite-to-sprite collision callbacks but I'll give it a try....
  8. Is there a way to set a callback when sprite is colliding with world bounds, when using P2 physics? I need to trigger a sound effect when a ball drops down and hits the world bottom. sprite.body.createBodyCallback does the trick with other sprites, but I couldn't find anything about world bounds. I can create an extra block below the world bound, that would do the trick, but I thought there may be a more sophisticated way to implement this.
  9. For frameBased the default value is 'false'. To make it work in 30fps I need to set it 'true'. Which sounds odd, but it fixes the problem. If I have time I'l test it more... Thanks!
  10. Wow, I've been hasty, reading older comment and recommendations. You are absolutely right. I took away my delta time logic and image/sprite movement works as expected no matter FPS. However, I still see the issue in a chained tween. It shows 3-2-1-GO countdown at the beginning of the game, using PNG images. Other tweens in the game seem to work ok, but this one runs double speed in 30fps. "frameBased" parameter seem to fix the issue, so not a big deal, but clearly something I don't understand. Or maybe a bug? Here's the code: this.ctp_twA = this.add.tween(this.ctp_3).to({alpha: 1, width: 206, height: 132}, 1000, Phaser.Easing.Linear.None); //this.ctp_twA.frameBased = true; this.ctp_twA.onComplete.add(this.removeImg, this, this.ctp_3); this.ctp_twB = this.add.tween(this.ctp_2).to({alpha: 1, width: 206, height: 132}, 1000, Phaser.Easing.Linear.None); //this.ctp_twB.frameBased = true; this.ctp_twB.onComplete.add(this.removeImg, this, this.ctp_2); this.ctp_twC = this.add.tween(this.ctp_1).to({alpha: 1, width: 206, height: 132}, 1000, Phaser.Easing.Linear.None); //this.ctp_twC.frameBased = true; this.ctp_twC.onComplete.add(this.removeImgAndGo, this, this.ctp_1); this.ctp_twGO = this.add.tween(this.ctp_go).to({alpha: 1, width: 206, height: 132}, 1000, Phaser.Easing.Linear.None); //this.ctp_twGO.frameBased = true; this.ctp_twGO.onComplete.add(this.removeImg, this, this.ctp_go); this.ctp_twA.chain(this.ctp_twB, this.ctp_twC, this.ctp_twGO); this.ctp_twA.start();
  11. MoreK

    Text cropping

    I'll take a look on this, thanks for the tip!
  12. iPad2 (& Safari) seem to drop my game's frame rate from 60ps to 30fps max. 30fps is still ok, so I tried to resolve the move/speed issue by using delta time between frames, at the beginning of every update routine: var deltaTime = game.time.elapsed; ...and applying deltaTime to x/y movements. This just caused image & sprite movements to double their speed in iPad. Game tweens seemed to suffer the same problem. However P2 physics seem to work ok in all devices. After searching and testing, I found a solution for delta time: var deltaTime = game.time.physicsElapsed; And for tweens, setting this parameter did the trick: Tween.frameBased = true; ...although duration seem to be still in milliseconds, not in frames, as the documentation states. I'm wondering where Phaser.Time.elapsed is needed, when Phaser.Time.physicsElapsed does the trick so much better?!
  13. MoreK

    Text cropping

    Oh, that explains the sandbox issue. I'm using Phaser 2.4.2 though, so it should work there. Hmmm.... need to dig deeper, unless someone has new ideas.
  14. MoreK

    Text cropping

    Howdi! I have just recently starting to learn Phaser and now I'm finalizing my new online game. I'm really impressed on what Phaser can do and the help I have found from this community has been really valuable. Now, the question. I'm trying to implement text cropping and according to the documentation it should be straigh forward. However I can't make it work, maybe I'm missing something? I couldn't find any similar cases from earlier posts either. This is basically what I'm trying to do: function create() { text = game.add.text(100, 100, 'Testin 1-2-3 Testing 1-2-3 Testing 1-2-3', {fontSize:18, fill: "#ffffff"}); var cropRect = new Phaser.Rectangle(0, 0, 100, 20); text.crop(cropRect); }You can try it out in Phaser sandbox yourself, it shows a blank screen. Any ideas?