staff0rd

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staff0rd last won the day on January 19 2016

staff0rd had the most liked content!

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About staff0rd

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    Advanced Member
  • Birthday 02/25/1982

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    atqu.in
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    staff0rd

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    Sydney

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  1. staff0rd

    Seven Deadly Seas

    I didn't read the control description first time round, and I couldn't figure out how see the message again, or where it was. Reloading didn't seem to show the controls again either. So I opened it in a different browser, and I saw the message again on game start. Really like the graphics and the "reverse-space-invaders" feel. Only suggestion would be somehow differentiate player and enemy bullets - becomes a little to chaotic when the screen is full of them. I got to about 3.8k. Nice game!
  2. staff0rd

    ZigZag

    @umen I fired up an ubuntu vm and tried the game on firefox 35.01. It worked for me, so maybe some update i've done has fixed it? In regards to mobile, its the same game just hosted inside a UIWebView on iOS and a XWalkWebView on Android.
  3. staff0rd

    ZigZag

    ZigZag is a short, re-imagining of the classic Snake game - and another collab with @TM999. Uses pixijs which I've become quite familiar with now, and is my first attempt at integrating matterjs. I'm again using GSAP for all movement, and howlerjs for sound. matterjs is in there for collision detection, but due to the nature of the game I don't need to update the physics every tick, rather I call an update on the engine only when the player performs an action. I'm completely new to physics engines, and the static? structure of matterjs functions took a while to get up to speed, but once you get a feel for the library it works pretty well and seems quite performant. There is some glue required considering pixijs is responsible for the graphics scene tree, and matterjs is responsible for the bodies, but the end result is quite nice, so I do recommend others to try matterjs if you haven't already. Play on Web Play on iOS Play on GooglePlay
  4. staff0rd

    Honey Shot

    @mattstyles We went with continue, play, and home w/ unlock indicator. Check out the gameover screen, I think it's a lot better now. Appreciate the feedback
  5. staff0rd

    Honey Shot

    The button you're missing is the 'Continue from where I was' button which costs currency, as 'play again' would restart your height/score from zero. Adding an unlocks shortcut to the gameover screen adds minor complexity - if reaching the screen via gameover, should leaving the screen revert back to the gameover, or back to the home screen and if so (or not) how to communicate this to the user. Adding a 'play again' button and adding an 'unlock available' indicator to the 'home' button would keep the button count at three (including the 'continue' one above). The messaging is slightly different in this scenario, as the user would reach the gameover screen after the first playthrough, see the home button for the first time and it would already have the indicator on it due to the playthrough. However, if the same indicator is used on the gameover 'home' button as is used on the home 'unlock' button, then possibly the relationship is registered so the user can make an informed decision the next time they reach the gameover screen. At some stage (based on how well the user initially plays) the indicator will not be visible. Although, while I certainly agree with both the need for a play again' button, and it being the primary action on the screen, now I wonder whether the unlock indicator detracts from that primary flow. During development I discussed with my collaborator what, if any, benefits were leveraged with social integrations, and we settled on "unsure if any". The like button is especially mysterious - I'm pretty unsure as to what it's point is. I have an idea of how I want to attempt to use it in a future title, however for now I wanted to test what happens when it's just sitting there. In the first week, 1000 or so players played the game, and about 200 of them played it more than once. Of that, 3 people clicked the Like - go figure.
  6. staff0rd

    Honey Shot

    @mattstyles Interesting - I had purposely made the replay process go through the homescreen (and the first unlock cost 1 currency) such that a user who completed their first game would be alerted to the presence of the unlocks feature (it has an animation on the homescreen when unlocks can be afforded). I guess a play button and a button that forwards to the unlocks screen from the gameover screen is a possibility - though that would increase the complexity of the gameover screen from two actions to four (five including facebook like). I have had others comment regarding going through the homescreen for replay - I had just assumed it wasn't really an issue considering the speed at which the screens change, however your distraction point seems quite valid.
  7. staff0rd

    Pixi.js Showcase

    Honey Shot - http://www.newgrounds.com/portal/view/680560 Full post.
  8. staff0rd

    Honey Shot

    @mattstyles Yeah, I might need some better communication on that button - it's a continue button and there's a cost associated with continuing. You can press it, but it will only continue from where you left of if you have enough of the in-game currency stashed to afford it.
  9. staff0rd

    Honey Shot

    My second HTML5 game, and my first in collaboration with @TM999, Honey Shot is a bionic commando inspired casual climber for all ages. The game is fairly easy to start off, but gets more difficult the higher you get. It has a range of aesthetic unlocks that can be earnt via in-game currency collection, and on mobile platforms, integration with Achievements and Leaderboards. The skill curve of the game is interesting, I get a little better each time I play, although some players have already got scores well over what I thought was even possible. The game uses pixijs v4 for rendering, GreenSock Animation Platform for pretty much all movement, and howlerjs for sound. Play on Web Play on iOS Play on Google Play
  10. staff0rd

    Texture Atlas Creator

    spritesheet.js if you wanna make spritesheets in node - I set up some gulp tasks to collate and pack sprites using it.
  11. staff0rd

    Independent render order and position

    @ivan.popelyshev I was using them separately, and, any issues i had with v4 went away after I used the pixijs dev branch rather than the rc2 release.
  12. staff0rd

    Independent render order and position

    @ivan.popelyshev after pulling in that library and extending my typescript definitions to support it, I added a couple of DisplayGroups and this problem was solved by what seemed like magic. Very nice - thanks a lot.
  13. staff0rd

    Independent render order and position

    Actually, the blank screen was from rc2. At first glance v4 seems to be running fine directly from the dev branch. I'll give pixi-display a shot now.
  14. staff0rd

    Independent render order and position

    Ah, I had not seen the example before. Looks like this is the functionality I'm after and I'll have to look at getting v4 going. I'm using generateTexture and a mask. I could isolate the mask out...
  15. staff0rd

    Independent render order and position

    I have containers that are tweened, so their children's positions are updated with them. However, I have some children within those containers that need to be tweened with the parent, but displayed in front of all containers - not just its parent. Dropping in v4 to my v3 project resulted in a blank screen with no errors, so I have not attempted it yet. Does v4 offer the functionality above? EDIT - Oh i see that pixi-display is what may add the functionality I want...