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About Umz

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    London, UK
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    Game Development
  1. Definitely a good idea for a multiplayer game! How many players max will be in a single room? I think, a small change to improve the feel would be to add a slight delay after the player has died for them to take in what happened and how they died. Sometimes it's a little abrupt. And perhaps when the enemies appear, add a small animation or effect to show where they are going to appear, so if you are in the spawn location you have time to move.
  2. Looks Great. Love the animation of the ball appearing. Some really good tweens and effects! How did you do the chain?? I want to put this into my b-ball game too, just didn't have the time to look it up. Great work.
  3. These were really fun. I like this kind of game. A little sound would add a big difference. For the Messy house game, I would say to add a black bar at the top of the screen as well, if you have one at the bottom. Just because it felt like it had been cut off when I started looking for things maybe that's just me.
  4. I love the sound it makes when you get it good or excellent. It's really rewarding! I want to use that sound.. It's amazing. Also, I love how it shaves off a little bit every time you're off, that's a great idea. Perhaps if you get (n) good/excellent in a row give a little bit back to the width, that way the player can extend the height record distance and be rewarded for being skilled. Also, if you get (n) correct in a row, do another sound or something to show. And the effect of the power ups should be written or shown or explained, as I can't figure out what is what from the icon, and I don't want to spend my hard earned coins on something I don't know the effect of. I'm hoping for a 'slow down' power up
  5. Died from a dangerous nutrition style haha I like it. I ended up playing just trying to hack the system by overloading with one type then balancing with the other later, but the health bar stops that from happening. Great game. Nice work!
  6. The file links do not work. May be easier to copy and paste the code in. The error means that whatever you have before state does not exist. So you could be calling this or game where it hasn't been initialised yet. I.e. game.state <- Here, it is saying that the game object does not exist. To debug it, try to create the game object first before you try to add state. Then console.log the game object to see if it's been created. It could just be that the libraries haven't been loaded yet.
  7. Hahah took me a while to realise it's a math thing going on! Great graphics and a lovely pace, maybe a little more indication or tutorial.
  8. Just released the first major update! It's on Kongregate, same link. Take a look and let me know what you think And the new YouTube trailer:
  9. What exactly are you trying to achieve? Add a little more info, and an example if you have one. It's likely you could implement something like this yourself.
  10. There's the proper way of getting the tile ID etc. Haven't done it, but I searched for it when I had this issue. Then there's the lazy way of making another layer specifically with the water tiles, that solves the different collision responses faster and easier.
  11. TexturePacker is the right answer. Change the settings in the panel on the right hand side, and change the target. I've done this before so I'm 100% certain it works. Also, if you've paid, try emailing where you bought it to see if they have a version that's already set up as a tileset. May save you some hassle. Change, data format, and something in the layout in TexturePacker if I remember correctly. Fiddle with it until it works.
  12. Just use the object > object.body.velocity.x; Look at the documentation and examples.
  13. That game was nicely done. The theme park melody along side it made me laugh.
  14. See post
  15. Scale the buttons according to the width or height. That way they will always be your desired with or height and keep their ratio. var scaleByWidth = function(object, desired) { var scale = desired / object.width; object.scale.set(scale); } Or use absolute values.