totallybueno

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  1. Yes, I didn´t want this solution but finally I extended Sprite instead of Group and attached manually the other elements instead of into a group. Not the best solution probably but at least I can continue with the game Thanks @samme
  2. Maybe I´m missing something, but still same result. Now I have the Ribbon prefab like this: Ribbon = function (game, posX, posY) { // //other code // Phaser.Group.call(this, game); this.myBackground = this.create(this.posX, this.posY, "my-background"); game.physics.arcade.enable(this.myBackground)//line you told me // //and more code // }; But as I said, still same result. Should I add something when I creat the item in the Game.js?
  3. Hi there, I´m having a few problems with something related with a group and Arcade physics, let me explain. I have a prefab extending the normal group, the idea is that I need to add some graphics here in differente layers and one of them, the background should act the de physics sprite, I mean, this one should be the one detecting collisions, the rest of the graphics would be just that, graphics. I create this item like this: Ribbon = function (game, posX, posY) { // //other code // Phaser.Group.call(this, game); this.myBackground = this.create(this.posX, this.posY, "my-background"); this.enableBody = true; this.physicsBodyType = Phaser.Physics.ARCADE // //and more code // }; And then in the main game .js I call it and everything is placed correctly in the stage but the collisions are not working at all (I also using the render() and no green overlay at all). I´m adding a (extended) group into another group and I´m not doing it right obviously :( this.ribbonGroup = this.game.add.group() this.myRibbon = new Ribbon(this.game, posX, posY) this.ribbonGroup.add(this.myRibbon) /*this.ribbonGroup.enableBody = true; this.ribbonGroup.physicsBodyType = Phaser.Physics.ARCADE*/ The item is there, well place, animations working, everything is fine but the physics part, what am I missing here? Thanks in advance.
  4. I thought I´d be an easier way to do it... anyway, for my game I think I´m gonna be able to use hero.body.checkCollision.up = false... I still don´t get why tilesArray[i].collideDown=false is not working as I was expecting.
  5. Hi, I have this basic platform game and I would like the hero to jump through the platforms, from underneath to the top of the platform, but I´m not being able to do that and the head of the hero collides with the bottom of the platform even when I set the collideDown of that tile (actually, to all the tiles of that layer) to false. What am I missing? this.platformsLayer = this.map.createLayer("platforms") this.map.setCollisionBetween(1,50, true, "platforms") var tilesArray = this.platformsLayer.getTiles(0,0,this.game.world.width, this.game.world.height) for(var i=0;i<tilesArray.length;i++){ tilesArray[i].collideDown=false tilesArray[i].setCollision(true, true, true, false) console.log("All set to false") }
  6. Hi there, I have a Phaser game almost finished and my client wants to make a "special" version to play in desktop with a phone synced to use it as a controller (check the provided link to see what I´m talking about). I need someone to make this part, only the sync part. The game is almost finished and I just need someone to make the sync part, I mean, I just need someone able to comunicate a phone with the desktop game. I never did this before and I prefer if someone with more experience with this makes it. So, if you´re interested, DM me and we´ll talk about it. You can make it remotely, naked, drunk... whatever you want if it works properly. https://www.awwwards.com/6-examples-of-desktop-sites-synced-with-mobile-devices.html
  7. Awesome, that fixed the problem! What´s the difference between those two calls? Well, I´m gonna check the docs, I guess I´ll find info there Thanks for helping me with this!
  8. Hi there, I´m a bit confused about some core concepts with Arcade Physics... I´ll try to explain it because actually it´s a little bit confusing even to understand what´s going on. The thing is that I have a game where the main character is falling like if he jumps from the top of a building and when I init that sprite, I just apply a gravity to him this.prota.body.gravity.y = 700 Then, on both sides of the game I have some mushrooms and some black-weird-plant-arms and when you hit them, I want the player to receive like an impulse, I mean, I want the player to "be launched like a rocket" and I make this with a callback of a collide() in the update() of the game //in the update() this.physics.arcade.collide(this.prota, this.grupoSetas, null, this.reboteSeta, this) //and the callback reboteSeta:function(prota, seta){ //some code this.prota.body.acceleration.y = 0; this.prota.body.acceleration.x = 0; this.prota.body.velocity.y = -1000; this.prota.body.velocity.x = this.rnd.between(-1000, 1000); //some other code }, The problem I have, is that the first time the player hits the mushroom, he rebounds only a little bit and then the rest of the times he rebounds properly and I´m really confused about this, I don´t know why this is hapenning... Can anyone let me know what and why this is hapenning? You can test it here
  9. I don´t have any problem pausing the game, that´s ok, the problem I have (not really related with Phaser) is how to deal with the canvas when it loses/gains focus...
  10. Hi there, everytime I have to make a game that pauses when the canvas loses the focus (jquery blur()) I struggle with lines and lines of stupid lines of javascript and I´m pretty sure there´s something simpler than my way to do that. I have a normal sprite on the game that pauses/unpauses the game, and I would like to do exactly the same when the canvas focus/blur... how do you guys handle this?
  11. I guess if they´re not renderable I´ll have less cpu/ram needed, right? Thanks for the tip @samme
  12. I just uploaded a demo to http://totallybueno.com/demo/falling/ When I create the game, that tag is Phaser.AUTO, I tried with Phaser.WEBGL too but I have the same result... so fustrating... And it seems with Phaser.CANVAS that performance is really good, thanks for the tip @totor. I´m just curious, if someone can explain here why this happens, would be really nice... anyway, it´s working
  13. Hi there, I have a "more o less basic" game and now that is almost finished, I realized that the performance on iOS is ridiculously bad. Running the game on old Android devices I get easyly 60 fps, everything runs smoothly, but the same game, running on an iPhone 7 (and obviusly on older devices) it´s gettting 15 fps, being and easy game on a much more powerfull device (good one, Apple). The thing is, I read that maybe tilesprites (I´m using one) could "help" to this poor performance, but this is not the case, even without that tilesprite I´m still getting 15 fps... Can anyone point to things to check? Stuff that affects only iOS? I´m not finding how to fix this...
  14. Should these two items circled botton left (they´re in the same group) fire that onOverlap function? They´re not firing it... I don´t know if it´s because of the body size (not the whole sprite as you can see with the render rectangle) of because I can´t check group vs group this way...