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Everything posted by The_dude8080

  1. 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?
  2. Seems interesting. I guess that you need to have in mind the processing power of the machine that hosts the server. If the server is under huge traffic it would require a powerful one. Right?
  3. I was wondering how those are made? The attacks detection. Hitboxes on stickmen arms and legs etc?
  4. Did you load an entire map and then select what to render? Is is like a map array?
  5. can you earn from advertising and such in those cases?
  6. Seems very nice. thank you
  7. That is a good question. I would follow others advice of not taking "known" sprites. It is better to make your own...
  8. 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"?
  9. 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"; } } }
  10. 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...
  11. Well, thank you all for the help!
  12. I agree with you. Just wanted some feedback
  13. this might help
  14. Hello. I have never used external fonts in phaser. I have no idea on how to use fonts I find over the internet. I would like to write with this font. I just don't get it how to do it. The file you download is a png.? Can someone help me? I searched but didn't understand what to do...
  15. 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.
  16. Greetings. I am trying to create a multiplayer game with Phaser. I need some orientation though. I was wondering how do you create a list, which can probably be an array or a js object that stores, in the client side, the connected players. I would need that in several situations => for example, when a new player connects I would check that list and create a new players according to the information stored there. I am not sure how can I create such a variable that would keep all the players info because when a new player connects I think that the variable is generated again which means the previous players information will not be contained there. Also, about the physics, how would you take care of collisions? Should I implement normal collisions in the phaser update loop and then with collision callback send the data to server and take care of it from there? And for example phaser physics gravity? How should I take care of that in a multiplayer game
  17. 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
  18. phaser

    Could you give something more?
  19. wow that is great! Oh so you also use cocoon.js?
  20. But the object userlist, when a new player connects, won't it only contain the new player? All the other players previously connected will be in that "userlist" since a new variable is spawned?
  21. You can create a physics body a little bit larger than the actual body you want to collide with. Then you check collision with that body. That body would of course, if I understand your needs, be invisible
  22. multiplayer

    I see. Well done
  23. Hello. I was looking for someone to work with me in creating a web-game. I am not that experienced but I am a fast learner. My favourite engine is phaser. I have tryed some others... Well it is a way to get some experience and still meet some cool game developers I guess. Anyone?