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  1. Collision Trouble

    it's difficult to know what might be the issue without seeing some code. it does sound like tunneling and can be a bull to wrangle at times. you might need more advanced collision handling than what was in the fiddle. i just offered it as a simple solution and it works for a lot of things. best of luck.
  2. Nano games

    v.well made. i like it. added your blog to favourites lookin forward to what else you make.
  3. Visible spacing between tiles on tilemap

    instead of the usual tileX = x * tileSize tileY = y * tileSize i'd do tileX = x + x * tileSize tileY = y + y * tileSize you can check out this fiddle and adjust the spacing var to experiment with the effect
  4. Collision Trouble

    here's a quick fiddle that shows that cool minkowski shizzle. i didn't add keyboard controls but just mouse over to move the rect you can just adapt from that. the relevant code is really just the function rectCollision(rect1, rect2)
  5. Need help finding the right look for your game?

    3 5 & 6 are my favourites. the lava glow on the walls in 6 is nice. 3 has a great feeling of depth something those dark lines in 4 detract from imo. cheers for the vids.
  6. My first non-game-jam project: Blast Down! love it. i was derping hard at the beginning but once i got going it was sweet.
  7. Features a game framework would need?

    i see you have terrain generation listed there I assume that will include some sort of noise generator which would be one of the first things i would recommend. also i'd say a simple animation class and a whole bunch of debug options such as rendering collision geometry and coordinates and such. i only had a quick look at the git so maybe you have some of this already but that's my 2 cents. anyways looking good so far.
  8. [Phaser] Wizard in a Bubble

    omg his bones remaining is the best thing ever. love it. wd.
  9. Is Gamejolt useless

    i don't think you can rely on the site to expose your games to the masses. the same goes for most of the other sites of this type. with so much content and very little acknowledgment given past the first 2 pages of results by users it makes it difficult. i think it's about building connections, review others stuff and some review yours, gradually you gain more exposure and hopefully make some friends. it's a shame about the rating without even playing the game but it happens. personally i am a fan of the site and use it regularly. best of luck.
  10. Quicket

    what a kick arse game. wd. loved it.
  11. Procedural Generated 2D Starfield

    Love those comets. n1, there is a great tutorial over at i'm not using shaders though and still managed to get something i was happy with. first i generate a radial plasma gradient (but you can use whatever texture) and use it to render a simple set of particles bound to the screen space which works for me. just to show it can work here's a demo. WIP the nebulae has a bit more speed than it will in the final but i really wanted them to move.
  12. Modify time scale in 2D physics engine

    an old post but couldn't you apply an update rate to the object and use that to calculate when it should do stuff? something like function obj(x, y, updateRate) { this.position = new vector2(x, y); this.velocity = new vector2(0, 0); this.acceleration = new vector2(0, 0); this.maxSpeed = 4; this.updateTime = 0; this.updateRate = updateRate; this.updateLast = 0; } obj.prototype.addForce = function(fx, fy) { this.acceleration.x = fx; this.acceleration.y = fy; } obj.prototype.update = function(step) { this.updateTime += step; if(this.updateTime - this.updateLast > this.updateRate) { //do your update this.velocity.add(this.acceleration);; this.velocity.limit(this.maxSpeed); this.position.add(this.velocity); this.updateLaste = this.updateTime; } } but really couldn't you do this without changing "time scales" and just limit the velocity or simply apply a different force to each object
  13. My First Game

    cool little time killer. and you've overcome the biggest hurdle for any developer getting that first game finished. wd.