cruzlutor

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About cruzlutor

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  • Birthday 09/29/1987

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    cruzlutor.com
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    cruzlutor

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    Colombia

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  1. cruzlutor

    Pixel Perfect render issue in Chrome

    I had 90% zoom in Chrome , that was the reason for the issue.
  2. cruzlutor

    Pixel Perfect render issue in Chrome

    Hey guys, I'm making a couple of tests with Phaser3 and pixel art, but in Chrome it does not work well. [Chrome | Edge], is the same code, but as you can see in Chrome the sprite looks bad when it moves. Here is the code // Game Config const config = { width: window.innerWidth, height: window.innerHeight, pixelArt: true, roundPixels: false, antialias: false, backgroundColor: 0xffffff, scene: MainScene }; // Main Scene export class MainScene extends Phaser.Scene { constructor() { super({ key: 'MainScene' }); } preload() { this.load.image('player', '/assets/player.png'); } create() { this.player = this.add.image(50, 70, 'player'); this.player.setScale(4); const tweendata = { targets: this.player, x: this.player.x + 100, duration: 10000, } const tw = this.tweens.add(tweendata); } } Do you guys know how to fix this?
  3. cruzlutor

    Error on simple phaser 3 cordova app

    anyone?
  4. cruzlutor

    Error on simple phaser 3 cordova app

    Hello guys, I trying to debug Phaser3 cordova app through Chrome, but I'm getting an error, here is a screehshot. this happens when I tap the app or click the preview canvas And other question, Do you guys know how I can see in the debugger what is in the app? as you can see there is a black screen, but the android app actually has an image. Here is the APP code: var config = { type: Phaser.AUTO, width: window.innerWidth, height: window.innerHeight, scene: { preload: preload, create: create } }; var game = new Phaser.Game(config); function preload() { this.load.image("red", "red.png"); } function create() { this.add.image(100, 100, "red"); } thanks
  5. cruzlutor

    [Phaser] Infinite Chinese

    Awesome game, Did you wrap it with cocoon.io?
  6. cruzlutor

    Shootz.io

    Looks fine, I feel no lag, but in your post the link is incorrect, you are misggin ":" in the URL
  7. cruzlutor

    [Phaser] Color Stars

    Hello Guys! Color Stars is Is officially online Game distribution http://gamedistribution.com/Games/Puzzle/Color-Stars.html Play Store https://play.google.com/store/apps/details?id=com.mofunga.colorstars Thanks for all your feedback, It helped me a lot to improve the game.
  8. cruzlutor

    [Phaser] Color Stars

    @bexphones Yes, I completely agree, in the coming days I'll do an update, thanks for your suggestions
  9. cruzlutor

    [Phaser] Color Stars

    @Milton You are right, thanks for notice it
  10. cruzlutor

    [Phaser] Color Stars

    @Milton In some mobile devices CANVAS drops a lot FPS, I have PHASER.AUTO for default, sound a good mechanic but the game Is mainly mobile-oriented
  11. cruzlutor

    [Phaser] Color Stars

    @mattstyles Thanks for your feedback, the difficulty in something that I looking to fix, and there is coming a couple of new elements in development. tap function to change planet in planetarium is an excellent idea
  12. cruzlutor

    [Phaser] Color Stars

    Hello devs! I want to share with you the first demo of Color Stars, It's a color puzzle flat game with an educational component. The game will be available on web and mobile (cocoon) Play here: http://cruzlutor.com/games/color-stars/ I appreciate your feedback and comments Thanks UPDATE Add some "modifiers or traps" Speed fixed New planets added The game is almost ready, thanks to people who helped me testing it.
  13. cruzlutor

    [Performance] SetTimeout vs Main loop queue

    That is a good point : ), and the main loop solution is easier to manage for me. thanks
  14. cruzlutor

    [Performance] SetTimeout vs Main loop queue

    With time tick on main loop init(){ this.attackTimer = game.time } loop(){ // attack 1 time each second if(game.time > this.attackTimer + 1000){ this.attack() this.attackTimer = game.time } } But you can have a array of functions to evaluate
  15. Hello guys I'm working on a javascript game, some times I need to call a function 2, 3 or X seconds after an action, the question is. What is better in performance, create multiple setTimeout() or use the main loop to evaluate a function queue? thanks