Matthias Elephant

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About Matthias Elephant

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  1. Hi I have a problem with rotated sprites. var button =, 0, 'ATLASNAME', 'hello'); button.inputEnabled = true; { console.log("test"); }, this); { "filename": "hello", "frame": {"x":387,"y":1,"w":94,"h":42}, "rotated": true, "trimmed": false, "spriteSourceSize": {"x":0,"y":0,"w":94,"h":42}, "sourceSize": {"w":94,"h":42}, "pivot": {"x":0.5,"y":0.5} } The image will be displayed correctly...but the "click area" is not rotated! What i have to do for rotating the "clickable" area? Someone have an advice?
  2. Release Notes - Translation Tool - Google Playstore

    @icpAh, that's a good point. The format that is provided by our tool only works with the google "release version/ whats new" texts. The complete description of your app must be uploaded manually for each language separately. Currently we are working on a much bigger tool which will simplify your work with the playstore and the apple store and can automate many steps. If you are interested in that topic, you can subscribe to our newsletter to stay informed. You can find it here:
  3. Release Notes - Translation Tool - Google Playstore

    Hi @icp Unfortunately, Google only allows a character limit of 500 for each language. You need a tool like that for something similar with more characters?
  4. Release Notes - Translation Tool - Google Playstore

    Hey guys Here is a small video that shows what you can do with our tool >>> Link: <<<
  5. Hi indie developer friends You already published a game in Google playstore? Then you know the pain of updating the store information in all different languages. As a start, we published a small tool for translating and creating the release notes automatically. We often used terms like “Bugfixes”, “Performance updates” on each release for all languages. Now you can provide more information (up to 500 characters per language) and hopefully get more downloads with better ASO. Just try it here:
  6. I WANT AN ELEPHANT: Fallin (free)

    We released a new update! The Fallin Valentines Day Edition with brand new lovingly theme Try it for free: - Android: - IOS:
  7. NEW GAME: Christmas is coming! [Mobile - iOS & Android]

    Yes. If you start the app you will get the cocoon splash screen At the moment, we think is the best choice to use phaser in a mobile app.
  8. NEW GAME: Christmas is coming! [Mobile - iOS & Android]

    Hi @The_dude8080! Thanks! We use phaser as game engine. Furthermore we started with the implementation of some phaser plugins (for ads and play service in combination with
  9. Christmas is coming Our new game is released since yesterday We wish you a merry christmas and a happy new year! See you in 2017! Assist Santa in delivering gifts to all the children in this challenging race. Only a few days left until Christmas eve. Santa is a little late in delivering all the gifts. Help him collect and deliver the gifts directly to the waiting children and to create a bright smile on their faces. Being Santa is not easy. You will need some practice to get it right. Apple: Android: Features: Hard to master Challenging to play Unique gameplay Share your highscore Endless game mode How to play: Invisible elves continuously place gifts on your playing field Click to add them to Santa's sleigh Click on Santa to drop a gift and drag it in the direction of a chimney Keep the collected and the successfully delivered gifts in perfect balance
  10. I WANT AN ELEPHANT: Fallin (free)

    We released a new update! The Fallin Christmas Edition features a brand new winter theme Try it for free: - Android: - IOS: > It would be also great if you make a vote for us on SlideDB. We are nominated for the "AppOfTheYearAward2016". > You can vote without an account We wish you a merry christmas!
  11. Phaser CE 2.7.0 - Multi Texture Batching

    No i used my real project files. Not that test project.
  12. Phaser CE 2.7.0 - Multi Texture Batching

    Hi @rich, thank you for your response. I read about the MTB in the tutorial. There is the following statement about the texture units. If your the array you pass to the method has 12 elements in it, but the GPU only supports 8 texture units, then Phaser will just bind the first 7, and ignore the rest. On more powerful devices, if the GPU supports 16 textures, it will bind them all, and your entire scene will render in one single draw call. Phaser reserves 1 texture as a 'swap texture', the rest are entirely free for use though. Now i understand that the number of texture units is not related to the memory of the GPU. Is that correct? So how to be sure, that my texture are not to big for the GPU? I use the same textures in Phaser 2.6.2 with WebGl (in cocoon) and it works fine. Texture are build with texturepacker (po2 - max 2048x2048) I switched the Phaser version again (same textures) to 2.7.1 but without MTB usage and i got the same errors. So it seems to be no problem related with MTB.
  13. Phaser CE 2.7.0 - Multi Texture Batching

    Hi, attached you will find a simple example. That is the result, when i open it on chrome (54.0.2840.85) on my android phone. Output is from remote debugging. I'm not sure what you mean with "not designed for use within Cocoon apps". What is the background about this? I think we can get a pretty good performance with the multi texture batching also on mobile. At mentioned i testet several devices. Just problems with this one. Other devies works well with it.
  14. Phaser CE 2.7.0 - Multi Texture Batching

    Hi all, i tested the new Phaser CE Version (2.7.0) with the Multi Texture Batching ( After some tests on PC (Chrome, FF) i build my app (cocoon) and tried it on some android devices. On one of my test devices (Samsung Galaxy Nexus I9250) i just got a black screen (only if "multiTexture: true"). Without multiTexture, WebGL works without any problems. On Phone (Browser): Crap! WebGL was blocked. Remote Debugger output: What you think about? Greetings
  15. [BUG?] Phaser (2.4.8 to 2.6.2) - Sprites flicker at x:0 y:0

    Found it. Bug just happens if you use: no problems, if i use: I used the value "2" because after some tests i realized that i got a better performance. I think physics calculation needs 50% less then with an value of "1". What you think about? I think sprites shouldn't placed at top left corner. Independent of the slowMotion property. @rich: Is it a bug?