RubbleGames

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About RubbleGames

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  1. Hi, I liked it. For a topical game like this I actually think it's perhaps a little hard, as you've got the opportunity to get non-gamers playing. The levels do feel a little empty though, so maybe more enemies but make them weaker. Not being able to burn down the tabloid windmill is a huge missed opportunity too . I wouldn't spend much more time on it though to be honest, the election is less than two weeks away so I'd just drop the tories and get it out there asap.
  2. It looks like you're adding the button more than once, in which case destroy will only destroy the last one added. Try changing your code to check if the button is already there before adding another or using a boolean to stop it being added more than once.
  3. Work out how long the animation takes, then set it to repeat and use a timer to destroy it after it's had long enough to play 3-4 times.
  4. It looks really nice. I'm pretty rubbish at it though so it would be nice if the power-ups were permanent so I felt like I was getting somewhere.
  5. That's an interesting game, I died from too much protein . I'd suggest trying to find a simple way to present the nutritional info somewhere ingame though if you can, I'm not sure how many of your players will want to take the time to read the wiki.
  6. You can mimic the behaviour of a child object, for example have child.x = sprite.x etc in your update function and code the child to be removed when the sprite is. I'm not sure how good an idea this is from a performance point of view though.
  7. The update function runs 60 times per second, so anything you do inside it will be done as close to constantly as makes any difference. You could use an if statement to see if your sprite's x/y co-ordinates fall within the area.
  8. Have you tried using the console to see if the text still exists when it's not displaying? I've come across something similar and it turned out my sprites were displaying off screen.
  9. That's better. Graphics are great and concept is really interesting. That third battle was pretty tough. I'd love to see this expanded, though it could use a bit more explanation of the mechanics.
  10. Your link is to a different game
  11. That's not bad. It could do with more than one type of enemy to add some variety. Also the timer is a little off and will sometimes display, for example, 1:60 instead of 2:00, Nice work though.
  12. Sorry, you'll need to capture the input first in your create function eg game.input.activePointer.capture = true; There's more than one way to do it, have a look at the examples such as https://phaser.io/examples/v2/input/mouse-buttons
  13. I'm not quite sure I understand, but it looks like you're enabling click events on the sprite itself when you want the sprite to appear or disappear via the mouse regardless of where you click. You could try checking in your update function whether game.input.activePointer.leftButton.isDown is true or false and adding or destroying the sprite accordingly.
  14. It's working fine for me, it looks really lovely and is great for a gamejam game. If you want to expand it there are a few things I'd suggest though. Is there a way to change camera angle? I couldn't find one so it was pretty awkward when not heading straight up and not being able to see where I was going made finding enough food to stay alive really tough. The lighting also seemed pretty inconsistent, I'm not sure if you're going for a day/night cycle but it seemed to change quickly and randomly in some areas. There's a lot of potential here though, I'm interested to see where you take it.
  15. paid

    Just out of interest: Who would own the games? Are you buying a licence or the full rights for code & assets etc