Jerorx

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Everything posted by Jerorx

  1. Jerorx

    Tutorial requests

    Sure, go ahead! I've also started looking into shaders with the goal of making a few tutorials, hopefully the first one should come before 2019.
  2. Jerorx

    Tutorial requests

    I have updated the first post with the latest requests as well as with the links @jamespierce has provided! Sorry for delay in doing so, I hadn't noticed that the topic had been moved and pinned and had thus gained a bit in popularity! I'll check more diligently from now on. I have also added a link to a small demo and tutorial I made addressing @B3L7's request about localStorage. @kudefe, I have summarized your request as "text-based adventures", let me know if you think it's not accurate!
  3. I'm working on a relatively complex project using Phaser 3, and recently I have started to experience bursts of intense lag. I suspect this is a WebGL issue (not specific to Phaser). However, I'm very unfamiliar with WebGL itself, and I'm not sure that I'm approaching the problem the right way. I have performed profiling with Chrome's devtools but the stack traces are not extremely informative to me and I didn't get out much of it. Therefore, I'd like to know if anyone could recommend specific ways to approach performance issues in WebGL, to help pinpointing the cause. Maybe to identify specific textures that cause problem, if this makes any sense at all, or any other useful pieces of information. To be clear, I'm not asking for you to solve my problem, that's why I'm providing so little info. For now I'm interested in you guys just letting me know about your best practice and experience in general for that kind of issues, so I can improve at this and solve it myself.
  4. Jerorx

    Tutorial requests

    @makisI see. I agree with you that the examples may not always be 100% crystal clear. However, as far as I am concerned, being already relatively experienced with Phaser 3 makes it a bit difficult for me to figure out which ones are the less helpful for beginners. Could you maybe post here a list of the Phaser 3 examples for which you'd like to see more detailed comments and documentation (à la w3schools)? Posting such a list here could have two benefits: - Some people could make pull requests adding comments to the problematic examples; - Some people/me could decide to focus on some of them and elaborate them into tutorials/demos I think you make valid points, but I need more specific targets to help motivate me to get started on new tutorials.
  5. Jerorx

    Tutorial requests

    Do you mean for example something like this tutorial from Rich? Or something different? In any case this is a good idea and I'll think about small projects that could lend themselves to that. Hopefully, others will as well. I'll update the first post.
  6. Jerorx

    Tutorial requests

    I think it would indeed be welcome, I've seen many people asking for that on Slack. I myself am not as proficient with scenes as I'd like to be. I have added your suggestion to the list in the first post. I'll also start looking into it a bit more seriously and may then write something on it! (If others know about good resources about this, feel free to share them here).
  7. I have written a few tutorials in the past, and would be interested in doing so again. But I'm only one among many other people who regularly make tutorials. With that in mind, I thought a "tutorial requests" topic could be a good idea, allowing people to come by and mention what they would be interested in seeing a (Phaser 3) tutorial or small open-source demo about. Similarly, tutorial makers could also drop by and test the waters by proposing tutorials ideas that they have, but aren't sure if there would be significant interest or not. For example, someone could come and ask for a minimap tutorial (it's an example, I'm aware there is already an official example for that), which could be picked upon by me or some other tutorial maker. I want to stress that this list is destined to anyone who is looking for tutorial ideas, not just me! To make it more usable, I will update this initial post regularly to display a summary of the requests posted in the topic. I'll also add links to tutorials addressing the demands, marking them as "done", but additional tutorials on a given topic are always welcome and will be added! In particular, if an existing tutorial doesn't fully meet your expectations, feel free to request another one by pointing out what is missing. I hope this will be valuable for as many people as possible Pending requests: A Phaser 3 version of the cloud platform tutorial, in particular the physics An introductory tutorial on shaders, for example applied to light effects or visual distortions Best practices regarding the proper use and combination of scenes (for menus, game over, ...) Creating save files using localStorage: done, available here. How to make a text-based adventure (like 80 days, Sorcery, the Banner Saga) How to make a grid-based movement system (using keyboard, not click-to-move) Making a game with Phaser and Cordova: done, check out this tutorial. Making levels for Phaser with Tiled: done, check this out as well as the full series it belongs to. Tutorials on the basics and how to get started with simple projects
  8. Well actually, this I haven't found out yet. Images land in the texture manager, so that's where events could come from that we could listen to, but I haven't succeeded yet to track down which event emitter would be relevant. Maybe @rich can chime in at some point.
  9. Pathfinding in itself, using a library, is relatively easy. But I had requests about how to actually set up the whole pipeline: starting from a tileset, specifying obstacles and costs, computing a path, and then actually moving the character along the path. This tutorial aims to explain all of that. Let me know if something is not clear or should be discussed in a bit more depth. Click here for the tutorial Click here for the demo Click here for the code
  10. I have written a tutorial on how to load tilemaps on the fly in Phaser 3. The tutorial focuses on a specific application of this, which is loading "chunks" of a big tilemap depending on the player position, in order to avoid loading the entire map. This is useful if you have a big open world in your game. Click here for the tutorial Click here for the code Click here for the demo
  11. I'm sorry but I don't get it! You mean I should use a different root container than what I am using now (or do you denote something else by "root")? Could you elaborate? I really don't see what I could do regarding the root container. At the moment I'm already changing the scale parameters of the root container (e.g. stage.scale.x = 0.1, stage.scale.y = 0.1), and visually it works, but is not reflected in the extraction. Thanks for your great help so far!
  12. Wonderful, now it works! Thanks! While I am at it, I now have a question. The image extraction ignores the scale parameter of the stage (or the resolution parameter of the renderer). Even if I display the chunks at 0.01 scale, the generated pictures will be full size (e.g. the width for a batch of 15 chunks will be 14400 instead of the intended 144). Is there a way to make the extraction take the scale into account?
  13. I'm trying to capture the map of my game as a png image. The map is composed of 32x32 tiles, has a width of 1500 tiles and a height of 1140 tiles (48000x36480 pixels in total). I don't actually display it in full, but by "chunks". Each chunk has a dimension of 30x20 tiles, and consists in a PIXI.Container object storing one sprite for each tile of the chunk (in multiple layers). There are 2850 chunks in total. The map is quite big, and displaying all chunks simultaneously makes the browser crash. In any case, capturing the whole map at once wouldn't be possible I think because its dimensions would exceed WebGl MAX_TEXTURE_SIZE parameter. So my goal instead is to display batches of a few hundred chunks, one batch at a time, and capture them in pictures. I don't mind having my world map split in multiple pictures, on the contrary. So the process consists in the following steps (slightly simplified): for(var i = 0; i < last_batch; i++){ removeAll(); // removes currently displayed chunks, if any displayBatch(i); // displays 200 chunks of interest captureScene(); // captures the scene as an image } Here is my captureScene() method: captureScene(){ Engine.renderer.extract.canvas(Engine.stage).toBlob(function(b){ var a = document.createElement('a'); document.body.append(a); a.download = 'map.png'; a.href = URL.createObjectURL(b); a.click(); a.remove(); }, 'image/png'); }; It works, except that (in both the latest Chrome and Firefox quantum), after a few batches it eventually crashes ("WebGl has lost context") so that I never manage to capture everything. Even with batches of 25 chunks instead of 200, it eventually crashes. I was wondering if any of you might have ideas to improve this process, or an altogether different solution, based on your experience and knowledge of Pixi. Maybe there is a more efficient way to capture the scene? Alternatively, any tips that could help me diagnose better why it is crashing are also welcome. In case you are wondering, here are the steps I perform when removing a chunk: chunk.destroy({ children: true, texture: false, baseTexture: false }); Engine.stage.removeChild(chunk); I destroy the objects but preserve the textures son they can be reused for subsequent batches. Again, let me know if you see any improvements on this front (in terms of memory management for example). I'm interested in any comments!
  14. Sorry for the delay in replying! If I understand what you ask correctly, then you need to stop the ongoing tween before starting another one. I kept it simple for the tutorial, but you could easily add this by storing the tween somewhere, e.g. player.tween = game.add.tween(player) and then at the beginning of movePlayer(), do: if(player.tween) player.tween.stop()
  15. From the screenshot it seems to be very nice work, I had completely missed it so far, so when you mentioned it in your issue in Phaser Quest's code I didn't know what you were talking about at the time! However I was only able to check the screenshot, because on my laptop the game doesn't load, regardless of the browser I use; it remains stuck on "creating world ... ". Didn't check on mobile. In any case, I'll feature it in the "related work" section of the Phaser Quest page! PS: It's Jerome, not Jeremy.
  16. Yes good point. I have in mind for future projects to use node-webkit, where UDP-based communication becomes possible, but while we remain in the browser (as is the case with Ensemble), this is indeed not possible. I'll update the post.
  17. Hi, I'd like to present Ensemble, an experiment in crowd design, where players, developers and artists can collaborate to collectively design a browser-based multiplayer online game. This is a very experimental project to see what can emerge from pushing the collaborative aspect of a project to the max. This project is collaborative in the sense that it is the community, and the community only, who decides how the game should evolve. Copied from the page of the game, here is a short description of the three main channels for this process: Suggesting and voting for features. Anyone can make suggestions about a feature to add to the game (with a simple embedded form, without the need to login or anything, no friction). A list of the suggested features (located below the game canvas) allows to vote for or against each of them. On a regular basis, one of the top-ranked features of the moment is selected and implemented. Making Pull Requests. Developers can choose to bypass this process, and directly implement themselves the changes they would like to see in the game. These changes can be submitted through Github pull requests. Pull requests are accepted unconditionally, provided they don’t contain anything inappropriate and work properly. Submitting art. A form is provided to enable artists to send me artwork that they would like to see added to the game, such as sprites or animations. For these as well, submissions are accepted unconditionally. For a more detailed description, as well as links to both the source code and the game itself, I refer you to the main page of the project. At the moment, the "game" consists in moving colored dots around, and dropping white blocks that serve as obstacles. This is still very basic, as only a handful of features have been suggested and implemented yet. You are free to jump in and attempt to shape the evolution of the game! In any case, this could be a valuable learning experience for those: - Interested in learning more about Phaser by experimenting and contributing to an existing project - Interested in learning how to make a multiplayer online game with Node.js and Socket.io (This is why I posted it here and not in the "games showcase" or "Phaser" sections : the game itself is only one part of a bigger experience ; and although the client is made using Phaser, the project involves other technologies of possible interest to a wider audience.) Feedback if welcome of course. Below, a screenshot of what the game looks like at the moment.
  18. Hi, So I have a loop that checks the position of a moving sprite every 100ms. At each iteration, it computes how many milliseconds elapsed since last check (it's normally 100 but it varies a bit), computes the euclidean distance between the current position and the previous one, and compares it to the maximum distance that the sprite could have traveled given its speed and the elpased time. See below: function myFunction(){ // nevermind variables showing up out of nowhere, assume everything global or sth, not the point var currentData = { x: sprite.position.x, y: sprtie.position.y, stamp: Date.now() }; var deltaT = (currentData.stamp - lastData.stamp); var euclideanDistance = Math.floor(Math.sqrt(Math.pow(lastData.x - currentData.x, 2) + Math.pow(lastData.y - currentData.y, 2))); var maxDistance = Math.ceil(shipSpeed * (deltaT / 1000)); if(euclideanDistance > maxDistance) console.log('alert!'); lastData = currentData; // it's actually cloned, but that's not the point } The velocity of the sprite is set in the update loop using: game.physics.arcade.velocityFromAngle(angle, shipSpeed, Game.playerSprite.body.velocity); (based on the key pressed, the angle is computed, and from the angle, the velocity). My understanding of velocity in Phaser is that it should remain the same and that it's adjusted for the frame rate, therefore the distance traveled per millisecond should remain the same. This is actually the case most of the time in normal conditions. But when I run this in my laggy Firefox, very often do I get values for `euclideanDistance` that exceed the `maxDistance`, sometimes by as much as 5. Even though I ceil() the maxdistance and floor() the euclideanDistance, to avoid mismatches of 1 or 2 pixels. For concrete values, the value of shipSpeed is 250. In 100ms it is supposed to travel a distance of 25, yet I regularly get 29 for example. (Btw my function doesn't often ticks at 100ms, the deltaTime is often as low as 83 ms or as high as 105ms, but that's plainly explainable by lag I guess.) Therefore it seems that the lag and variations in FPS affect the distance traveled, but not systematically. It's a bit puzzling. Or is it something else? Am I computing my variables wrong? Am I missing misunderstanding something about the physics? Any idea about an explanation and, possibly, a fix, to enforce that the distance traveled is always the same, down to the pixel, no matter what?
  19. I'm adding Phaser Quest to the list, a top-down real-time multiplayer adventure made with Phaser and Socket.io. Explore the map, find better equipment, fight monsters and defeat the final boss, alone or with friends! It was for me a practice project, and is a reproduction of Mozilla's Browserquest. If you click on the link, you'll find further details, including a link to the game, a link to the source code and a listing of the libraries I used. For more screenshots, I think Rich has done an amazing jobs at taking a few that capture the game experience, you can see them in his post about Phaser Quest. Thanks a ton by the way!
  20. Jerorx

    Phaser Quest

    @samme It wasn't, but I just added it now because it's a nice idea @NicoA Yes, it's a strange behavior of the input plugin. To be honest I didn't put a lot of effort into the mobile aspect, because I considered it only at the end, and I should have thought more about it since the beginning (because it's not only a matter of scaling and a few lines of Phaser code, ideally the whole game interface has to adapt depending on the device size). It's a good lesson actually. Because of this I didn't really investigate this strange behavior yet. I may do it in the near future!
  21. Jerorx

    Phaser Quest

    I remade it with Phaser indeed. For Browserquest, they did it from scratch.
  22. Jerorx

    Phaser Quest

    @spinnerbox I have edited my first post to add a link to it.
  23. Jerorx

    Phaser Quest

    I'm happy to present to you Phaser Quest, a top-down real-time multiplayer adventure made with Phaser and Socket.io. Explore the map, find better equipment, fight monsters and defeat the final boss, alone or with friends! It was for me a practice project, and is a reproduction of Mozilla's Browserquest. Hopefully the source code will interest you, as the project integrates of a lot of Phaser features together (such as tiled maps, text input, tweens, animations, sound, click handling, camera management, etc.), as well as pathfinding using Easystar.js. It is also an example of how a Phaser client can be made to interact with a Node.js server using Socket.io. On my website, I have written a few articles about some aspects of the game. They are mostly concerned with networking for the moment. If you'd like me to write an article explaining how I accomplished this or that in the development of this game, feel free to ask, I'm always happy to help. In addition, I'm interested in any feedback you might have, it's always valuable, especially with future multiplayer projects in mind.
  24. Thanks for the pointer to Incheon, didn't know it, looks quite interesting! @kabuto178 Keyboard-controlled movements would typically fall in the "fast-paced games" category, in which case the server would send the player coordinates multiple times per second, and the client would interpolate the sprite's position in-between. This is often done by not rendering the last update, but the one-before-last; this keeps the rendering slightly in the past but allows to cope with latency. Actually, this conversation made me think that I should make another tutorial similar to this one but for keyboard-controlled multiplayer games. That would be a good testing bed and would be useful for the discussion. I'll try to post that relatively soon!