The_dude8080

Members
  • Content count

    86
  • Joined

  • Last visited

About The_dude8080

  • Rank
    Advanced Member
  • Birthday

Recent Profile Visitors

560 profile views
  1. I was wondering how those are made? The attacks detection. Hitboxes on stickmen arms and legs etc?
  2. Did you load an entire map and then select what to render? Is is like a map array?
  3. can you earn from advertising and such in those cases?
  4. Seems very nice. thank you
  5. Well this is kind of a really noob dought. I have never put a website online and of course google can help and it helped already but I wanted your opinion. Can I host my website for free? Using what?
  6. That is a good question. I would follow others advice of not taking "known" sprites. It is better to make your own...
  7. Hmm then if map is something like this: var map = [0,0,0,0, 1,1,1,1, 1,1,1,1, 0,0,0,0] // Would you do something similar to this? function GenerateMap (player_position) { for(var x = 0; x < map.length; x++) { if(player.position.x > 300 && player.position.y > 300) { // just random values if(map[x] == 1) // add the sprite equivalent to type "1"; if(map[x] == 2) // add the sprite equivalent to type "2"; } } }
  8. Well, thank you all for the help!
  9. Hello. I was wondering how you handle huge maps in a game. I am more like a phaser user but I guess the idea behind it must be the same too all other cases. I know phaser bitmap has a limit size (it seems like it) so I can't just load millions of tiles into a bitmap for example. I can't load them "one by one" in the game because that would make the fps horrible... so what? Should I create lots of bitmaps and load them according to player position in the map? Like some kind of "map pooling"?
  10. I agree with you. Just wanted some feedback
  11. Hey. What do you think is the best option ? I know there won't be probably a "best" option but what would you guys choose? Babylon seems more complex than playcanvas but that might bring some more advantages to the table as well idk...
  12. https://www.quora.com/How-does-the-algorithm-of-the-game-Football-Manager-work this might help
  13. Everything you are asking is done the same way as in a "normal" game where you, or other players, take control of a character. The only difference is that every "player" there is code-scripted. But for collision checks and knowing if player is visible or not is not dependent on whether you are controlling it or not. It is part of the game environment itself. If you are talking about 3D fps physics I would guess that visibility is conditioned by vectors, raycasting, that type of stuff.
  14. phaser

    Hmm I see. I would do something like this: You should call this function in your create function. function DollarCheck () { var randomx = (...) var randomy = (...) var dollar = game.add.sprite(randomx,-18,"dollars"); if(dollar.position.y >= randomy) { dollar.kill(); // if you want to kill the dollar DollarCheck(); } } This way at the start of your game a dollar will be created (don't forget to apply gravity or velocity or whatever). When the dollar goes past the randomy the function runs again. If you want the randomy and the randomx to always be the same random just put make them global like you did