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About PhasedEvolution

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  1. Well, pure javascript? document.body.addEventListener('keypress', yourFunction);
  2. Wonderful game! Very polished! Would like to play multiplayer but I wasn't able to find any players...
  3. Great game! For real ^^ I was wondering how did you handle the multiplayer networking with phaser? Like server-client collisions etc
  4. Damn... That is awesome
  5. Great game. I lasted for about 3 minutes lol xD... Anyway, what engine was this made on?
  6. Has anyone ever developed one? I am having trouble with background <-> front-script communication
  7. Amazing ^^
  8. maybe it was being used already? or it is a predefined word
  9. I am not sure what is happening. The phaser preload State makes sure that the textures and other files are already loaded before any of the game elements that use those files are generated. Yes, you should load all your assets on the preload.
  10. It is really cool! Great job
  11. lol... I think mUnduli is right...
  12. Hey Milton. I tried to make it work but I am not getting the syntax right I am afraid. I made a question in SO but it didn't help me that much. I have read about isolation levels (READ COMMITED, READ UNCOMMITED...). I am using node.js and atm my query is similar to this: // the query that updates the state var query = "UPDATE users SET state = "+state+" WHERE id = "+user_id+" "; // the query that checks for the state var query = "SELECT state FROM users WHERE id = "+user_id+" "; I am not sure how to adapt my code to what I pretend. Should I do something like this in the SELECT query ? // the SELECT query "transformed" var query = "SET TRANSACTION ISOLATION LEVEL READ COMMITED SELECT state FROM users WHERE id = "+user_id+"";
  13. @Milton @Arcanorum Well, at the moment the logic I am using is like this: 1-Player action sent to server -> 2-server checks in db if player can act -> if player is able to act db is updated to forbide player from acting*** ( a timer also starts that will enable player acting again) ; if player is not able to act then nothing happens. What happens, I am assuming is that in ***, if the player clicks multiple times the db update will not still be over and the conditional will still act as if player can vote. What I thought of was to have a player_queue array that would co-exist with the db check. But since checking for an element in array is much faster than a query it could work, no? Would be like an extra security check.
  14. I am not sure if I understood. Are you saying to store the values and player actions in the server and then every 3 minutes for example upload everything to db at once?