Mike018

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  1. If I have an onInputUp event on an input enabled object and it is is tapped and held down until outside the original object and then released, how do you prevent the event from triggering?
  2. I have a boolean variable that is changed to true after a certain time to tell update() to start looking to see if the user has finished interacting with everything. But I have to always check for that variable in the update method even though 95% of the game it doesn't need to be there. Is there a way for the update not to check if this variable is true or false, and for the things I need update to check for just be injected into the update method at a certain time?
  3. Mike018

    sprites with gradients / gaussian blur

    I'm wondering if you have a 30x30 solid square compared with a 30x30 square with a gradient or a gaussian blur applied to it, will that be extra processing power to move & animate it? From my understanding, once the sprite atlas is loaded, only the size matters, is that correct?
  4. Mike018

    catching audio load errors

    const filenames = ['test1', 'test2'] forEach(filenames, filename => { try { this.load.audio(filename, './audio/' + filename + '.mp3') } catch (error) { console.log('Failed to load:', filename + '.mp3') } }) Seems this.load.onFileError.add(console.log, this) doesn't work either.
  5. Mike018

    which audio format do you use for mobile?

    Great, thanks for the advice. One last question, what do you use to play audio sprites, howler?
  6. Mike018

    which audio format do you use for mobile?

    Do you use uncompressed audio files at all for SFX? I've heard for short files, uncompressed audio is more suitable, but in the context of native apps, not sure about web. Also, for mobile, what's the limit for audio sprites?
  7. Mike018

    which audio format do you use for mobile?

    Do you use audio sprites for mobile? Back in the days when I used phaser audio for everything, I tried audio sprites and a pretty good chunk of android users couldn't get anything to play, which was the same result I had for using individual audio files. Now I'm using the cordova media plugin to play audio now for android, and last I checked it doesn't support audio sprites but significantly reduced the amount of feedback I got about audio issues.
  8. Originally I used all mp3s around 180 kbps, but I often get feedback from users that some audio doesn't play, or gets cut off. For audio less than 1 second, I want to switch to an uncompressed file, but which one to use? Audacity has a giant list of stuff. For audio 1-3 seconds long, is mp3 the most efficient and quality format to use?
  9. I'm wondering if there will be a way to search through the documentation like here: http://phaserchains.boniatillo.com/ Seems like that isn't updated anymore, but it really made working with phaser a lot easier than referencing the official v2 documentation.
  10. if the games are both on iOS and android, why make a web portal? i get the feeling all these current web portals were there years ago, before everyone had a smart phone and that's why they somewhat work now. but if someone was to start now, why not just stay on iOS and android, especially if resources are limited? i literally have nothing to back up my opinions on this, so someone with more experience please enlighten me!
  11. Some users ( < 1%) are not able to view kanji, they just come up blank, any possible reasons for this? I use bmGlyph, export with cocos2d / BMfont format and my bitmap file is 1400 x 1400 on android wrapped with cordova crosswalk. Strangely they can see hiragana and katakana, which is in the same bitmap file.
  12. Mike018

    [Phaser] Pirates! - the match 3

    Which devices and what % of devices that you tested weren't offering a smooth experience on android?
  13. How many objects before a state change should you start considering using an object pool? Now I don't break 50 with a single type of object, so I haven't bothered, but I'm curious about when it will start having any signs of performance issues. 100? 500?
  14. Mike018

    Game list of phaser games

    Learn Chinese by playing games! Also, have a few other languages out. Chinese: https://play.google.com/store/apps/details?id=com.jernung.infinite.zho Spanish: https://play.google.com/store/apps/details?id=com.jernung.infinite.spa French: https://play.google.com/store/apps/details?id=com.jernung.infinite.fra German: https://play.google.com/store/apps/details?id=com.jernung.infinite.deu
  15. Mike018

    [Phaser] Infinite Chinese

    Hi all, I’ve been working on a mobile game that teaches you basic vocabulary. I released 2 languages a few months back and have got a lot of positive feedback, so I have just recently added more languages, including Chinese! What this game does that separates it from other educational games is that it’s built from the ground up as a game first, meaning that it plays just like a fun and quick mobile game. Another goal I had is that when you close it, you will actually remember the words that you learned outside of it’s context. It seems obvious that an educational app would have this “feature” but I’ve had issues with a lot of apps that I’ve used before where if someone quizzes me on the content within the app when I’m not playing it, I can barely recall anything. Check it out and let me know what you think! Chinese: https://play.google.com/store/apps/details?id=com.jernung.infinite.zho Spanish: https://play.google.com/store/apps/details?id=com.jernung.infinite.spa French: https://play.google.com/store/apps/details?id=com.jernung.infinite.fra German: https://play.google.com/store/apps/details?id=com.jernung.infinite.deu iOS versions will be released next month