Mike

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  1. Like
    Mike got a reaction from salcapolupo in Point-and-click-movement?   
    Check my demo scene: http://mihail.ilinov.eu/games/AdventureJS/
     
    It's older Phaser version but the concept is:
    - you have a walk-able area (in your case is a walk-able line since y is constant)
    - every mouse click you get the coordinates, and use only the X value
    - set a X target where the player should go, mark him as walking and start walking animation
    - then in a update loop check if player is walking move him   "X" pixels to the target value (you must check if you need to add or substract from the current player.x value)
    - and when the player.x and target.x are equal  or over/under you stop the player animation, clear the walking state and clear the target.x 
     
    I hope this make sense for you.
  2. Like
    Mike got a reaction from awbummer in Game list of phaser games   
    Edit by Rich (September 2016):
    Back in 2013 Mike created a web site (below) that allowed Phaser devs to list the games they'd made. You'll find over 400 games created with some of the earliest versions of Phaser. Lots of the links don't work any more, but some do, and it's a really interesting archive.
    It's not worth submitting your games to the list any longer, however I'm keeping it, and this thread, because people still post new games to this thread even today. If you do this, it's highly likely I'll see it, and add it to the Phaser web site.
    Mike's original message follows:
    -------------------------------------------------------------------------------------------------------------------
    What I did started from personal need, but decided to share it and maybe improve it if it went bigger.
    Well since the engine is still new but there is quite a moving and I check every topic, and game that is made
    I have a phaser game list:
    http://pgl.ilinov.eu/
     
  3. Like
    Mike reacted to samme in Phaser Particle Storm - Cannot destroy emitter?   
    For the Sprite renderer, it looks like you can do
    emitter.renderer.display.visible = false  
  4. Like
    Mike reacted to BdR in [phaser] Snake Slider, puzzle game now in JS   
    I've finished porting my Snake Slider puzzle game using Phaser.
    >> Snake Slider playable demo <<
    It's a unique sliding puzzle game. The goal is to move the green snake to the exit. You can slide any snake by dragging them by their head or tail. Use as few moves as possible to earn all three coins. There also are apples and mushrooms that will make the snakes longer or shorter, blocks to push around and locks to unlock. The game also features hand-drawn graphics and multi-language support.
    It's based on an older iPhone/Android game, this is the JavaScript version which is completely re-written. It's powered by Phaser and it's slightly improved compared to the older version; it has an animated tutorial hand, a visible cursor, sound effect when moving, and overall more animations (menus, buttons etc).
    Let me know what you think. Can you can solve all levels? 


  5. Like
    Mike got a reaction from awbummer in Game list of phaser games   
    Edit by Rich (September 2016):
    Back in 2013 Mike created a web site (below) that allowed Phaser devs to list the games they'd made. You'll find over 400 games created with some of the earliest versions of Phaser. Lots of the links don't work any more, but some do, and it's a really interesting archive.
    It's not worth submitting your games to the list any longer, however I'm keeping it, and this thread, because people still post new games to this thread even today. If you do this, it's highly likely I'll see it, and add it to the Phaser web site.
    Mike's original message follows:
    -------------------------------------------------------------------------------------------------------------------
    What I did started from personal need, but decided to share it and maybe improve it if it went bigger.
    Well since the engine is still new but there is quite a moving and I check every topic, and game that is made
    I have a phaser game list:
    http://pgl.ilinov.eu/
     
  6. Like
    Mike got a reaction from Tilde in attach sprite to sprite   
    I bet that Group is the way to go. Check this examples:
     
    http://gametest.mobi/phaser/examples/_site/view_full.html?d=groups&f=group+transform.js&t=group%20transform
     
    http://gametest.mobi/phaser/examples/_site/view_full.html?d=groups&f=group+transform+-+tween.js&t=group%20transform%20-%20tween
     
    http://gametest.mobi/phaser/examples/_site/view_full.html?d=groups&f=group+transform+-+rotate.js&t=group%20transform%20-%20rotate
  7. Like
    Mike got a reaction from AlexArroyoDuque in How to scale entire game up   
    :( I was making such a good post but accidentaly hit F5 so this time a short version:.
     
    1. Check this:
     
    phaser/examples/tilemaps/mariotogether.php - http://gametest.mobi/mariocombo/
     
    2. Look at these files:
     
    phaser/src/core/Stage.js = Phaser.Stage = game.stage
    phaser/src/system/StageScaleMode.js = Phaser.Stage = game.stage.scaleMode 
     
    3. Find when do you want the game to scale (on device rotation, on game start on window resize...)
     
    Going fullscreen is easy as:
    game.stage.scale.startFullScreen(); Scaling is 3 lines:
    game.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL; //resize your window to see the stage resize toogame.stage.scale.setShowAll();game.stage.scale.refresh(); You can copy/paste this in the of the example and comment startFullScreenfunction goFull() {...}   There are 3 options for scaleMode: Phaser.StageScaleMode.EXACT_FIT = 0;Phaser.StageScaleMode.NO_SCALE = 1;Phaser.StageScaleMode.SHOW_ALL = 2; Just test the to see the difference also till doc come you can read from the source code - it's nice formatted and commented
      Also all of this was my theory and approach I'll be glad if Rich or someone else share a good practice about scaling.
  8. Like
    Mike got a reaction from Tilde in Tools compatible with Phaser   
    Want to share something about shoebox
     
    The .js file which is generated the one with json data has a " , "  comma after the last element which bugs Phaser... so you have to remove it manualy
    and then everything woks ok.
     
    Maybe if someone has contact with shoebox dev tell them about that... (also i'm referinf the pixi.js exporter template)
  9. Like
    Mike got a reaction from awbummer in Game list of phaser games   
    Edit by Rich (September 2016):
    Back in 2013 Mike created a web site (below) that allowed Phaser devs to list the games they'd made. You'll find over 400 games created with some of the earliest versions of Phaser. Lots of the links don't work any more, but some do, and it's a really interesting archive.
    It's not worth submitting your games to the list any longer, however I'm keeping it, and this thread, because people still post new games to this thread even today. If you do this, it's highly likely I'll see it, and add it to the Phaser web site.
    Mike's original message follows:
    -------------------------------------------------------------------------------------------------------------------
    What I did started from personal need, but decided to share it and maybe improve it if it went bigger.
    Well since the engine is still new but there is quite a moving and I check every topic, and game that is made
    I have a phaser game list:
    http://pgl.ilinov.eu/
     
  10. Like
    Mike got a reaction from awbummer in Game list of phaser games   
    Edit by Rich (September 2016):
    Back in 2013 Mike created a web site (below) that allowed Phaser devs to list the games they'd made. You'll find over 400 games created with some of the earliest versions of Phaser. Lots of the links don't work any more, but some do, and it's a really interesting archive.
    It's not worth submitting your games to the list any longer, however I'm keeping it, and this thread, because people still post new games to this thread even today. If you do this, it's highly likely I'll see it, and add it to the Phaser web site.
    Mike's original message follows:
    -------------------------------------------------------------------------------------------------------------------
    What I did started from personal need, but decided to share it and maybe improve it if it went bigger.
    Well since the engine is still new but there is quite a moving and I check every topic, and game that is made
    I have a phaser game list:
    http://pgl.ilinov.eu/
     
  11. Like
    Mike got a reaction from shohan4556 in How to set FPS to 30?   
    Limiting the FPS is not going to fix an issue like that. Even oposite you should've try setting the FPS higher if possible
     
    So best way is to share code and upload the game so we others can test and tell what the cause of the lag maybe is.
    Also chrome profiler is good tool to see what eats most memory:
     
    Check this:
    http://www.html5rocks.com/en/tutorials/canvas/inspection/
    and this:
    http://www.realtimerendering.com/blog/webgl-debugging-and-profiling-tools/
     
  12. Like
    Mike reacted to rich in The Phaser Book of Games   
    Yup We've got 8 games done so far. Once I'm back from holidays I'll start on the first volume.
     
    There will be 4 games per book. Two full length ones and two 'micro' games (i.e. much smaller, single-screen affairs).
  13. Like
    Mike reacted to rich in Phaser 2.3.0 "Tarabon" Released   
    http://phaser.io/news/2015/03/phaser-230-released
     
    Alrighty, it's finally released That was a lot of hard work over the past few months, but I'm extremely happy with the end results. Thank you to everyone involved - if you submitted an issue or (even better ) a fix, then thank you!
     
    With that out of the way I can finally release the next Coding Tips. I've actually got 2 lined-up, but they both needed 2.3.0 out before I could send them. I'll also work on improving the new docs site and I think having a bit of a break and playing some Olli Olli 2
     
    Cheers,
     
    Rich
  14. Like
    Mike got a reaction from salcapolupo in Point-and-click-movement?   
    Check my demo scene: http://mihail.ilinov.eu/games/AdventureJS/
     
    It's older Phaser version but the concept is:
    - you have a walk-able area (in your case is a walk-able line since y is constant)
    - every mouse click you get the coordinates, and use only the X value
    - set a X target where the player should go, mark him as walking and start walking animation
    - then in a update loop check if player is walking move him   "X" pixels to the target value (you must check if you need to add or substract from the current player.x value)
    - and when the player.x and target.x are equal  or over/under you stop the player animation, clear the walking state and clear the target.x 
     
    I hope this make sense for you.
  15. Like
    Mike reacted to samerce in [New Tool] Create Bitmap fonts quicker with Glyphite   
    Hi fellow devs! I'd like to share with you an app I've been working on for the past couple months.
     
    http://www.glyphite.com
     

     
    I present...Glyphite! A fast, clean, and affordable Bitmap font builder. Glyphite runs entirely in your browser so you never have to download an app. Choose from a (soon-to-be) massive selection of Photoshop-quality presets and tweak shadows, strokes, and fills to your heart's desire. When you're done, you can export in the standard BMFont format with more formats coming soon.
     
    Glyphite caters to every member of your team, from designers to developers to marketers. We've streamlined the experience so that creating stunning text effects is as easy as clicking a button or tweaking settings in Photoshop.
     
    It's now ready to be taken for a spin...by you! We've launched in beta right now, but all of the core font-producing functionality is present. The app performs best in Chrome and Safari, but full support for Firefox is next in the pipeline.
     
    Take a look (free to try!) and let us know what you think. We're building this tool for you and we would love to know how you use it and what you'd like to see in the future.
     
    www.glyphite.com
  16. Like
    Mike reacted to rich in Weekly Phaser Coding Tips email   
    So you've downloaded Phaser and had a play, but now what?
     
    Why not sign-up for our free weekly Phaser Coding Tips email?
     
    It's a short, focused blast in your inbox once a week. Typical contents include things such as:
     
    Mini coding tutorials Code snippets Lunch-break game dev: Games you can make in under an hour Phaser news and links New Phaser release details  
    http://phaser.io/coding-tips.php
     
    Past Issues
    Part 1 of Tanks Part 2 of Tanks Platformers - Moving Platforms Platformers - Cloud Platforms Move it like Pacman
  17. Like
    Mike reacted to rich in The Phaser Book of Games   
    Hi all,
     
    Hope you're having a great 2015. Feels kinda like 2014 so far, but hey
     
    This post is part announcement, part question / survey. If you're reading this as a link from my tweet and don't have a forum account then feel free to send me comments on twitter.
     
    For a while I've been working on a project that aimed to recreate the coding books of the 80s but for Phaser. In the "olden days" (as my kids like to call it) you'd get a book stuffed full of type-in listings, each one creating a different mini game or example. For example:
     

     
    This book contained loads of games (of varying quality!) such as this:
     

     
    (here's a huge list of similar books if you're interested)
     
    I'm not suggesting that books full of code are the way to go any more. It's pointless making you all copy and paste code from a PDF But I do think there is still some merit in this approach. So I've been working on the Phaser Book of Games. Here is the 'features list' so far:
     
    Full source code to the complete games Professional game graphics and audio The book covers in detail the approach taken when building the game - a guide to the source, how things work and how to expand it yourself Code is broken down into sensible classes and States (no 'single file colossus') Games include boot, loader, menu system and win states Most games will work fine on mobile as well as desktop Includes grunt build scripts Uses latest version of Phaser Code is license free (artwork however is not)  
    This is where I'd love your feedback please:
     
    How many games would you like to see per book? (and any other comments!)
     
    Maybe 4 games per book and we release new books on a regular basis, each one with 4 different games. Would you prefer a much smaller approach? I.e. each book contains just 1 single game (or maybe 2?) Would you prefer more? Maybe 10 games per book and a much bigger book as a result? Maybe you don't care about the book part explaining the code, and just want more games and less details?  
    I see these books/games serving 2 purposes: 1) As a teaching aid primarily, but also 2) as blue prints you can use for your own games. Maybe for client projects or your own site. You can't use the graphics we provide, but you can certainly re-skin them easily as needed. There will be no restrictions on that.
     
    If you've any other comments then I'd love to hear them
     
  18. Like
    Mike reacted to rich in Which Phaser book would you like to see next?   
    The more I work on the State Manager book, the more I realise lots of it is deeply coupled with the Internals book I was going to write. I expect I will still do the Internals book, but there are large sections of overlap so we'll see.
     
    I even found something last night while working on book example code that I never even knew Phaser could do! It was one of those "I wonder what could happen if I used the State Manager like this?" moments, and tested it and got some amazing results. So that was quite a nice surprise
  19. Like
    Mike reacted to RadicalDude in CrossCode Demo (Crowdfunding started!)   
    2 years ago we released the TechDemo for CrossCode and today is the day. The day we proudly release the first real Demo! It’s demo time. CrossCode demo time!
     
    Find the demo here:
     

    www.cross-code.com
     
     
    You can play CrossCode in your browser or download a standalone version for windows and play it offline!
     
    Trailer
     

     

    Features

    CrossCode combines features of the Action-Adventure and RPG genre, delivering both, a great variety of puzzles and an engaging, fast-paced combat system with plenty of options for character growth.
     
    Here's a quick overview of the features:
    16-bit, SNES-style 2D graphics with detailed animations A soundtrack inspired by old SNES and Playstation JRPGs A unique ball throwing mechanic with charging functionality and ricocheting balls, used for combat and puzzles A fast-paced combat system featuring close and ranged attacks, guarding, dashing and great variety of special attacks. A complete RPG system with leveling, equipment, consumable items and skill trees A detailed movement system with auto-jumping and precise collision Story


    You follow a player called Lea as she logs into CrossWorlds - a fictional MMO of the far future. Lea is quite the strange player: she can't speak and she doesn't remember anything about herself. Yet still, Lea starts exploring CrossWorlds, meets other players and overcomes a multitude of challenges all along the official track of the game. That is, until the past catches up with her. 

     
    Screenshots



     
     
    Soundtrack

    If you just want to listen to the soundtrack, check out Intero's Soundcloud Page. 
     
     
    Crowdfunding

    CrossCode is on IndieGogo right now to rise funds! Go check it out:
     



    Have fun playing the game! And yes, this is all done with web technologies! 

    Cheers!
  20. Like
    Mike reacted to lewster32 in Physics on text   
    Only Sprites can have physics enabled, but you can create an empty sprite and attach the text object to it with addChild:
    var text = this.add.text(0, 0, "MyText", { font: 'bold 100pt Arial', fill: "#8888FF", align: 'center' });text.anchor.setTo(0.5);text.setShadow(5, 5, 'rgba(0,0,0,0.5)', 5);var textSprite = this.add.sprite(this.world.centerX-100, this.world.centerY-200, null);textSprite.addChild(text);this.physics.enable(textSprite, Phaser.Physics.ARCADE);textSprite.body.bounce.y = 1;textSprite.body.gravity.y = 2000;textSprite.body.collideWorldBounds = true;
  21. Like
    Mike reacted to stauzs in Animation Editor   
    Hello,   I want to inform you about huge update for the MightyEditor.   Most important feature is keyframes based animation editor.   There are 2 different timelines - one big - for project in general. And second one seperate for the objects. If you want to create the game - you won't need main timeline as it meant more for a movie clip creation.   here is a tutorial - how things works: http://mightyfingers.com/tutorials/animation-editor/animation-basics/   * to use created movie in the code use something like this: var character = mt.create("character");mt.createTweens(character);character.mt.movies.run.start() // assuming you have animation named "run"     in this case movie.run is special TweenCollection instance - bascially array of tweens that starts playing at the same time atm. TweenCollection has only start / stop / pause / resume methods   I'll look into Phaser 2.2 as tweens have been improved very much and has built-in support for timeline - if all turns out well next update will contain updated phaser * atm. editor uses 2.07 version and projects can use any 2.0 - 2.1 version - by default projects have same version as the editor   another changes: all new projects will start with a demo state ( js/state/demo.js ) added rotation and "move anchor" (actually it moves group while keeps children in a place) gizmos for a group object now it's possible to add children to the sprites in the objects panel added grid opactiy option added keyboard shortcuts 1-5 for tools: 1 - select tool, 2 stamp tool.. etc added cmd + S - as "save file" in source editor for osX users ( can somebody confirm that it works? )   * changes in mt.helper API: mt.create will now return phaser object - sprite / group / tilemap layer - depends what you have created in the map editor now all mighty editor data will be assigned to the created sprite as mt property. e.g.  var character = mt.create("character");character.mt // from now on all editor data will be heremt object structure:{self: // refernece to the Phaser objectdata: // data used to create the Phaser objectchildren: // cildren objects treemovies: // movies created}
  22. Like
    Mike reacted to ivan.popelyshev in Game of Bombs   
    Game of Bombs is multiplayer retro arcade.

    Some of you remember that game, project was called "bombermine" and appeared at the top of hackernews (https://news.ycombinator.com/item?id=5291843).
     
    Over 1.5 years, I and my small team improved the project
    optimized code so it's possible to handle 2000 players on one map added monetization based on perks/powerups ($$$) added many RPGmaker skins and our own skin constructor wrote our own HTML5 forum on node.js/derby.js advanced game logic moved into DSL scripts based on groovy. I can adjust game mechanics in runtime implemented portals (this was a triumph!) and mind-breaking topologies (hug yourself on projective plane) added online tutorial redesigned UI improved the balance so newbies can survive often added teamplay mode added certificates to servers, so SSL websockets can bypass proxies And now I believe it's time to publish it everywhere and make some money.  
    Technical details:
     
    Game Server: java, netty, groovy scripts ()
    Game Client: java (GWT) -> javascript
    Web Interface: angular.js
    Web Server: scala (Play Framework), node.js
     
    1) example of game scripts on groovy 
    Basic map
    Basic tiles
    looks better than json, right?
    2) open-source map editor
    https://github.com/ivanpopelyshev/bombermine-shuffle
     
    Screens:
     

    Videos:

  23. Like
    Mike got a reaction from AlexArroyoDuque in How to scale entire game up   
    :( I was making such a good post but accidentaly hit F5 so this time a short version:.
     
    1. Check this:
     
    phaser/examples/tilemaps/mariotogether.php - http://gametest.mobi/mariocombo/
     
    2. Look at these files:
     
    phaser/src/core/Stage.js = Phaser.Stage = game.stage
    phaser/src/system/StageScaleMode.js = Phaser.Stage = game.stage.scaleMode 
     
    3. Find when do you want the game to scale (on device rotation, on game start on window resize...)
     
    Going fullscreen is easy as:
    game.stage.scale.startFullScreen(); Scaling is 3 lines:
    game.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL; //resize your window to see the stage resize toogame.stage.scale.setShowAll();game.stage.scale.refresh(); You can copy/paste this in the of the example and comment startFullScreenfunction goFull() {...}   There are 3 options for scaleMode: Phaser.StageScaleMode.EXACT_FIT = 0;Phaser.StageScaleMode.NO_SCALE = 1;Phaser.StageScaleMode.SHOW_ALL = 2; Just test the to see the difference also till doc come you can read from the source code - it's nice formatted and commented
      Also all of this was my theory and approach I'll be glad if Rich or someone else share a good practice about scaling.
  24. Like
    Mike got a reaction from AlexArroyoDuque in How to scale entire game up   
    :( I was making such a good post but accidentaly hit F5 so this time a short version:.
     
    1. Check this:
     
    phaser/examples/tilemaps/mariotogether.php - http://gametest.mobi/mariocombo/
     
    2. Look at these files:
     
    phaser/src/core/Stage.js = Phaser.Stage = game.stage
    phaser/src/system/StageScaleMode.js = Phaser.Stage = game.stage.scaleMode 
     
    3. Find when do you want the game to scale (on device rotation, on game start on window resize...)
     
    Going fullscreen is easy as:
    game.stage.scale.startFullScreen(); Scaling is 3 lines:
    game.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL; //resize your window to see the stage resize toogame.stage.scale.setShowAll();game.stage.scale.refresh(); You can copy/paste this in the of the example and comment startFullScreenfunction goFull() {...}   There are 3 options for scaleMode: Phaser.StageScaleMode.EXACT_FIT = 0;Phaser.StageScaleMode.NO_SCALE = 1;Phaser.StageScaleMode.SHOW_ALL = 2; Just test the to see the difference also till doc come you can read from the source code - it's nice formatted and commented
      Also all of this was my theory and approach I'll be glad if Rich or someone else share a good practice about scaling.
  25. Like
    Mike reacted to xerver in Phaser Debug Module   
    Many of you have heard about this, but I wanted to make a post announcing the module.
     
    I have created a debug module to help diagnose different CPU related problems you may encounter in your game. The plugin is pretty simple right now but I hope it can grow to be feature-rich as needs evolve. Here is a screenshot of the performance panel:
     

        You can find the module on GitHub: https://github.com/englercj/phaser-debug
     
    If you have problems or questions please read the Contributing Guide and post issues on the tracker. Thanks all, happy debugging!