kaasis

Members
  • Content count

    43
  • Joined

  • Last visited

  1. Pixi.js simple game

    I wouldn't recommend anyone to work with him. I literarlly made him game what he wanted me to make, and yet after that (after long conversation which he needed to take days to reply) he said it's not complete or whatever something like that even though it was literarlly what he wanted me to make and then after that he said he wants to stop developement or whatever. I asked why and he said it's not complete and there is no menu's no popups or anything like that. Thing is that, he never asked me to make anything like that. He just wanted to have simple game with A to B end point. Literarlly just the game scene nothing more nothing less but he says that he needed more than that after WEEK of responses (keep in mind, that i sent him demos before weekend, before he answered me, and i even asked him, if he needs anything more to the game, he didn't reply about that). He could've said that at the beggining of the conversation. So this is why, don't ever contact with this person. He'll take days to answer between each of your messages and gonna end up wasting your time and will not get paid. If anyone wants this game besides than this topic's author itself. Send me pm, i can give it.
  2. How about you enable FPS count and test it yourself? Shouldn't be hard, isn't?
  3. Phaser.Camera.LOCKON has choppy tweening.

    yeah but i can't put it higher.
  4. I googled this, couldn't find any solution anywhere. The problem is that when i add Phaser.Camera.LOCKON with parameters of less than 1 (i have 0.3,0.3) to .follow() it makes all tweens choppy while moving around. Is there any solution for this? // folow that.camera.follow(that.player,Phaser.Camera.LOCKON,0.3,0.3) // tweening positions var tweenPlayer = that.add.tween(player) tweenPlayer.to({x:data.data.x,y:data.data.y,rotation:data.data.angle},0.05) tweenPlayer.start()
  5. setTimeout causing problem in Loop

    Thanks for letting me know, used your example. Works really well.
  6. setTimeout causing problem in Loop

    surprisingly this works aswell. Even tho @Antriel you said that it's not enough for JS. // player attacking for (var i in players) { var attacker = players[i] if (!attacker.attackdelay && attacker.attacking) { for (var i in players) { var _attacker = attacker var victim = players[i] if (_attacker != victim) { if (circleOverlap(getAnglePosition(_attacker.x,_attacker.y,_attacker.angle,20),20,victim,playerCollisionRadius)) { victim.health -= 10 _attacker.attackdelay = true setTimeout(function(){_attacker.attackdelay=false},1500) } } } } }
  7. setTimeout causing problem in Loop

    I'm using objects not an array. Althrough i could make 'players' an array and then put objects in it and then use .forEach and it would make it cleaner, or just whole 'players' object make an array and those objects in it make to arrays aswell. Wouldn't be that hard, 'cause i don't have much yet code on server. 200+ lines for a moment.
  8. setTimeout causing problem in Loop

    This actually sucks, 'cause i'm coming from Lua and in Lua loops work as well as they should and i always used loops in the way i did with this one. Gonna need to keep this in mind otherwise again gonna struggle my head what's wrong with it. Btw thanks mate, it works. And yeah, if someone have even better solution, leave a comment. I'll definetly gonna check it out.
  9. Hey! I got here little weird problem that i can't seem to figure out what's wrong. I'm making multiplayer game and i'm trying to create attacking system (kind of), i'm using loop for(var i in var). It all works, unless i add setTimeout to avoid spamming of attack. Problem is that, when i add timeout, for some reason for second player that connects variable attackdelay is not setting to false after timeout ends. Here's code (which works but has no delay in attacking, and can spam hell out of it) // player attacking for (var i in players) { var attacker = players[i] if (attacker.attacking) { for (var i in players) { var victim = players[i] if (attacker != victim) { if (circleOverlap(getAnglePosition(attacker.x,attacker.y,attacker.angle,20),20,victim,playerCollisionRadius)) { victim.health-- } } } } } Here's code where i used setTimeout to do delay between attacks (only works for first person who connects, haven't tested out for 3 players tho, only for 2) // player attacking for (var i in players) { var attacker = players[i] if (!attacker.attackdelay && attacker.attacking) { for (var i in players) { var victim = players[i] if (attacker != victim) { if (circleOverlap(getAnglePosition(attacker.x,attacker.y,attacker.angle,20),20,victim,playerCollisionRadius)) { victim.health -= 10 attacker.attackdelay = true setTimeout(function(){attacker.attackdelay=false},1500) } } } } }