B3L7

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About B3L7

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  1. B3L7

    GameObject update never called?

    I've never used the preUpdate method. According to the API:
  2. B3L7

    GameObject update never called?

    Unlike Phaser 2, Phaser 3 requires that you call each objects update method. This can be done one of two ways: 1. Add the object to a group which has the property runChildUpdate property set to true. 2. Call the objects update method in the scene's update method: var SceneA = new Phaser.Class({ Extends: Phaser.Scene, initialize: function SceneA () { Phaser.Scene.call(this, { key: 'sceneA' }); }, create: function () { this.customObject = new customObject(x, y, etc); }, update: function (time, delta) { this.customObject.update(time, delta); } });
  3. B3L7

    Phaser 3 - Cordova Question

    FYI the scaler isn't in 3.15.1, I believe it's currently slated for 3.17 If you want something to tide you over in the meantime I would suggest this plugin: https://github.com/samme/phaser-plugin-game-scale I am currently working on a Phaser 3 Cordova project. I followed this guide to get started and found it very helpful: https://gamedevacademy.org/creating-mobile-games-with-phaser-3-and-cordova/
  4. B3L7

    My Phaser Story

    This story was really inspiring. Thank you for sharing it. Do you have any recommended tutorials on Cordova you found useful?
  5. B3L7

    Phaser 3 Sublime Auto Complete

    Yes, you need to set up typescript. Check out: TypeScript Plugin for Sublime Text and Phaser 3 and TypeScript
  6. B3L7

    creating multiple scenes with a JS FOR LOOP

    Are you trying to use a For Loop to create the scenes? Why not just have a single scene that pulls the appropriate data for the current question then restarts when moving on to the next question?
  7. Update: Just upgraded to Phaser 3.12.0 with some minor fixes for compatibility.
  8. B3L7

    Tutorial requests

    Your tutorials are great! I'm currently working with your tilemap chunk one. I'd be really interested in a tutorial on creating save files using local storage.
  9. B3L7

    Rookie Bowman

    Any chance your going to release the source code? I'd be really interested to see it.
  10. B3L7

    Rookie Bowman

    Looks like your right. I tried it in Chromium and everything worked. What are you using for save states? It works very nicely.
  11. B3L7

    Rookie Bowman

    Strange. This is what it looks like on my computer:
  12. B3L7

    Rookie Bowman

    Really great job! So far my only criticism would be that the font on the scrolls being white is too difficult to read. I would either use a darker font or it a dark stroke. Otherwise I think it's really fun with a novel mechanic.
  13. B3L7

    MatterJS Tilemap collision update?

    Good news! Tilemaps have had Matter collision since launch: https://labs.phaser.io/edit.html?src=src\game objects\tilemap\collision\matter.js
  14. B3L7

    Bullet trail question

    The particle emitter will probably work fine if your resolution is a decent size and the speed of the particles is low.
  15. B3L7

    Optimizing my game... tilemap vs giant images

    I spent a long time in Phaser 2 working with your aproach because the tilemap renderer was very much inferior in Phaser 2. I was batching the png level to the vram using texture priority and it worked very well performance wise but I was constantly running into limits with the upper limits of texture sizes for the GPU. That coupled with the massively increased development time for not using tilemaps (re-exporting pngs every time a change was made, handling all the groups, objects, etc), I came to the conclusion that this was a ton of work when I was essentially optimizing my game in early development which is a big mistake. Then I tested Phaser3's tilemap rendering and was blown away at how good the performance was. I came to the conclusion that it would be much better to use tilemaps in Phaser 3 and focus on developing the game and then swing back and worry about FPS close to the end. So far I found that Phaser3 can handle quite a complex scene with a good size tilemap and still performs great. Of couse a lot of this is dependent on your code and how big your tiles and map are. In terms of one way collisions I haven't gotten that far in Phaser3 but it was fairly easy to do in phaser 2 with arcade physics. It looks like the functionality is there for arcade in Phaser 3: https://photonstorm.github.io/phaser3-docs/Phaser.Physics.Arcade.Body.html#checkCollision So I would look at this Phaser 2 example and see if you can replicate it using Phaser3's API: https://phaser.io/examples/v2/arcade-physics/one-way-collision If you do get it working make sure you share your code. 😃