mwissink

Members
  • Content Count

    24
  • Joined

  • Last visited

3 Followers

About mwissink

  • Rank
    Member

Recent Profile Visitors

1019 profile views
  1. Note to future people looking at this thread, you do have to make a call to ctx.fillRect(). Without the call, nothing will be rendered in the sprite. ctx.fillStyle = gradient; ctx.fillRect(x, y, width, height); https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/createLinearGradient
  2. @wo997 Yes! Exactly what I was looking for, thanks.
  3. Great game! Really polished and complete. Gameplay is fun, and I was able to learn how to play in less than a minute. Hopefully this gains more popularity.
  4. I have recently run into a problem with the physics joints in Babylon. I add a distance joint between two impostors in my scene, but after some time, I would like to remove that joint. Currently on the docs, there is no reference to a removeJoint function, and after looking into some of Babylon's source code, I found the function link: https://github.com/BabylonJS/Babylon.js/blob/master/src/Physics/babylon.physicsEngine.ts However, the function appears as if it is not complete, and I am unsure of the proper way to access it. Is there a way to properly remove a physics joint?
  5. There is definitely a more efficient method, but this is what I thought of off the top of my head. var animationTime = 60; if (player.position != pathArray[pathArray.length-1].position) { player.x = pathArray[player.pathIndex+1].x - (pathArray[player.pathIndex].x * (player.remainingAnimation/animationTime)); player.y = pathArray[player.pathIndex+1].y - (pathArray[player.pathIndex].y * (player.remainingAnimation/animationTime)); player.remainingAnimation -= player.speed; } else { player.pathIndex += 1; player.remainingAnimation = animationTime; } Idk if this works well or not, but it should do it
  6. Have you tried taking a look at the Scale Manager object? That has all the necessary functions for scaling your game. I'd also recommend this thread, it looks like it could possible answer your question
  7. I would recommend checking out the Phaser's keyboard class. https://www.phaser.io/docs/2.6.2/Phaser.Keyboard.html It handles keyboard events and gives you access to other useful functions as well. Good Luck!
  8. This question just got asked here
  9. This question comes up a lot with game developers, and usually people say use whatever you're comfortable with. Once the game is published, nobody is going to care whether you used libGDX, Phaser, GameMaker or Unity. That being said, if you want to get serious with game development, certain engines, tools, frameworks can ultimately help or hinder you, and some allow you to have more control over your game. Usually developers don't run into these kind of issues, so I would suggest just working with what you already have.
  10. @Arcanorum I agree with @ServerCharlie that SAT.js is really good. I used it for one of my mobile games that I worked on. It's light weight and is simple to implement
  11. Nice game! I played it for a little while and came up with a few simple things you could add. 1. Vary the height of the spikes (always make sure they allow room to land on the platform). This should be pretty easy to include and it will add little more challenge. 2. Add enemies that go back and forth across the screen. This may be a little more difficult to add, but it would definitely make the game more enjoyable. Players would have to focus on timing and charging their jump.
  12. I would point you in the direction of the Tilemap Layer. It renders a specific part of a tilemap as a sprite, so that you can tween and do other stuff to it https://www.phaser.io/docs/2.6.2/Phaser.TilemapLayer.html
  13. Yeah, an options menu with some of these things you mentioned would definitely be beneficial. Really enjoyed the game btw!
  14. Quick fix: comment out "player.animations.stop()" in the keyboard input. You are stopping the animation every frame. I would suggest restructuring your input code to avoid this issue, since you will eventually want to support keyboard and gamepad together.