Bastountan

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About Bastountan

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    bastientanesie
  1. That's a very interesting topic for sure! I'm eager to read future posts
  2. Thanks guys for your comments! I'll try what you suggests Skeptron. About the physics system, I've never used one before this project so I just picked the one that seemed more advanced without having real objectives ^^'... Sure some layers can be combined. As I said, I was just trying some Tiled features. And as you obviously spotted, scaling all tiles seems really not good at all for performances. I'll try all that tonight or tomorrow and will keep you posted!
  3. Hi everyone! First things first, a disclaimer: I'm French, I read a lot in english but I rarely have the opportunity to write or speak in English, so forgive me for that . I'm a beginner in the world of gamedev and Phaser in particular. I've already tried EaselJS (CreateJS) a couple years ago for a little game prototype I made using hand-made tilemap (based on a simple two dimentional array). I wanted to try something more robust this time, I searched across the Web for a good gamedev framework and stumble upon Phaser. It seemed to me the best tool to go, so here I am! It's my first time using Tiled for creating my tilemaps. I've use the excellent roguelike tileset from KenneyNL (kudos to him! ). I've set up a simple sample map (to try a few Tiled features), followed several tilemaps examples provided on phaser's website. You can check the layers I'm using : Note that the collision layer contains only a tile (a red/brown dot) that I'm currently using as a visual marker (there's no collision implemented yet). My tileset is 16x16. The map is 200x200 tiles. I'm exporting it as JSON, layers data as CSV. I'm also using states (which is really a cool feature that I was missing with EaselJS). I've set up a jsfiddle hosting a stripped version of my source code with a few comments to explain the logic. There's also a fiddle with the JSON file of the tilemap if it can help. I'm using a deadzone for my camera, and added a visual representation of this deadzone. Everything is correctly loading, the map and all the layers are displayed accordingly, with the visual deadzone and my character (I'm on Ubuntu 14.04 x64 with a GTX 660 and using the latest Google Chrome version). Everything looks fine, I can move my character within the camera's deadzone while the camera is not moving (which is what I was looking for). I haven't set up a FPS debug but I feel that the framerate is stable and should be around 60fps. It all feel smooth, not shattered at all. So far so good. But the issue is coming when the deadzone is reached and that the camera begin moving to follow the player (e.g. when I'm moving far right), as follows : At this point, I feel a huge framerate drop! Any movement feels shattered, jerky. But as soon as the character gets back in the deadzone and the camera is moving no more, everything goes back normal. I've tried with another map of 100x100 and 50x500 tiles, with just one layer and a tileset of 4 sprites, and the results were the same... I think I'm missing something, or I must have done something wrong. I cannot believe that the problem would come from Phaser not correctly supporting tilemaps! My goal is to build a very simple stripped-down version of a Harvest Moon-like prototype, just for fun, for my pleasure. So I really need to work with tilemaps. I'm sad that a cannot acheive this with Phaser . Sam Vieten (SamTheMighty on these forums) gave me some advice on Twitter, about using a plugin (englercj/phaser-tiled) to optimize tilemaps implementation of Phaser. Is it really necessary to use this plugin? It's a bit of a shame if Phaser cannot handle tilemaps alone ... Anyway, thanks for you help!