• Content count

  • Joined

  • Last visited

  1. Crypt Of Nightmares - The Haunted Ruins

    Simply amazing !!. The game has captivated me from start to finish. Although my judgment is a little clouded by melancholy to see that "Amiga 500" (I was a poor user of "ZX Spectrum" ). I just had a problem with the sound: just after losing and after repeatedly pressing the "x" key (yes, I was impatient ), the title's sound effect was repeated several times. Congratulations for the game.
  2. Trouble getting started with rhythm game

    I agree with @samme In this example you can see how it works: On the other hand, if you are going to create many sprites, it may be more efficient to create a group of sprites in the create function and reuse them, like in this example: Surely it will be a transcription error, but in your code the variable "dt" is not assigned, and the rest of the variables of the create function should have the prefix "this", unless they are global variables. Good luck with your project!!
  3. Fire Weapon Based Off Sprite's Direction

    I have tried the code modifying some detail of the asteroids example in the Phaser Sandbox and I think I have found the problem: /** * Generated from the Phaser Sandbox * * // * * This source requires Phaser 2.6.2 */ var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.baseURL = ''; game.load.crossOrigin = 'anonymous'; game.load.image('phaser', 'sprites/phaser-dude.png'); } var weapon; var cursors; var fireButton; var sprite; function create() { sprite = game.add.sprite(0, 0, 'phaser'); // Creates 10 bullets, using the 'phaser' graphic weapon = game.add.weapon(10, 'phaser'); // The bullet will be automatically killed when it leaves the world bounds weapon.bulletKillType = Phaser.Weapon.KILL_WORLD_BOUNDS; // The speed at which the bullet is fired weapon.bulletSpeed = 600; // Speed-up the rate of fire weapon.fireRate = 50; // IF SET TRUE THE BULLETS ALLWAYS GO TO THE RIGHT weapon.trackSprite(sprite, 0, 0, false); game.physics.arcade.enable(sprite); sprite.body.drag.set(70); sprite.body.maxVelocity.set(200); cursors = this.input.keyboard.createCursorKeys(); fireButton = this.input.keyboard.addKey(Phaser.KeyCode.SPACEBAR); } function update() { if (cursors.left.isDown) { sprite.body.velocity.x = -300; weapon.fireAngle = Phaser.ANGLE_LEFT; } else if (cursors.right.isDown) { sprite.body.velocity.x = 300; weapon.fireAngle = Phaser.ANGLE_RIGHT; } else if (cursors.up.isDown) { sprite.body.velocity.y = -300; weapon.fireAngle = Phaser.ANGLE_UP; } else if(cursors.down.isDown) { sprite.body.velocity.y = 300; weapon.fireAngle = Phaser.ANGLE_DOWN; } if (fireButton.isDown) {; }, 16); } You can try here: The key was the next line: weapon.trackSprite(sprite, 0, 0, false); (with "true" the code don´t work like you want, because the sprite don´t change the angle). Regards.
  4. Getters and Setters?

    You can pass the variable speed as a parameter. Hero.prototype.move = function (direction, SPEED) { this.body.velocity.x = direction * SPEED; }; The setters are useful when you want to monitor the change of a variable. But depending on the case, it is not necessary. var _speed=200; // Setter set SPEED(value){ _speed = value; // your custom code here }; //Getter get SPEED(){ //your custom code here return _speed; }; Now you can use SPEED like any other variable.
  5. Fire Weapon Based Off Sprite's Direction

    Hi @willdta, You are assigning a value 4 times in a row the same variable (weapon.fireAngle) , but only the last value will be assigned (Phaser.ANGLE_DOWN). Try this: player.body.velocity.x = 0; player.body.velocity.y = 0; if (cursors.left.isDown) { player.body.velocity.x = -300;'left'); weapon.fireAngle = Phaser.ANGLE_LEFT; } else if (cursors.right.isDown) { player.body.velocity.x = 300;'right'); weapon.fireAngle = Phaser.ANGLE_RIGHT; } else if (cursors.up.isDown) { player.body.velocity.y = -300;'up'); weapon.fireAngle = Phaser.ANGLE_UP; } else if (cursors.down.isDown) { player.body.velocity.y = 300;'down'); weapon.fireAngle = Phaser.ANGLE_DOWN; } if (fireButton.isDown);
  6. Blob'n Pop - Funny Casual Game

    How fast! Now the game seems more alive and visually has won many points. In the theme of sound, I would use three sounds for the bubbles, depending on whether it is the first, second or third bubble of the combo, and a fourth sound for the completion of the combo. And two more sounds for the new level screen and the game over. If the game performs well, I would avoid silences with some environmental loop (wind in the desert world, water in the water world, ...), and perhaps some background music. On the other hand, why limit the combos to 3 bubbles ... If you ever played "bejeweled 3" you'll know what I mean. Congratulations, it's going well.
  7. Blob'n Pop - Funny Casual Game

    Hi @jamespierce , The colors and gradients that you have chosen for the graphics are perfect, and the design is very clean. In this aspect I would only suggest 3 things: 1) Add some transparency to the bubbles and some simple animation. 2) The color red and pink are sometimes difficult to distinguish. 3) On the first screen it would lower the button a little more and leave more space at the top. About the gameplay: At least in my case I was not sure the goal of the game. Looking at the screen I only knew what color was forbidden, that there was a timer and that I had to blow bubbles, but I did not know how many bubbles or how many points I had to make to pass the level before lose the game. Taking advantage of the game's time counter, you could add a endless mode in which the "combos" will add time to the counter. I think it would be interesting. There is a small problem when you lose: when you explode a bubble of the forbidden color and it is above the "retry" button, the game restarts immediately. A small pause would avoid this annoyance. I think the game has some ingredients that can be attractive to a certain audience (casual players). Regards. P.S.: I hate the snowman !!
  8. Unmatch

    Definitely not the typical Match 3, this is better. It has more depth of game and is a greater challenge. But I wonder, what will a fan of the Candy Crush saga think? ... Good job!!
  9. Low FPS

    In my old Athlon x2 with the GTX 650, it runs at 4fps (with 2000 particles, which are a lot ). With less than 200 particles I can get 60fps, and with 400, 30fps. But as you have already been told, the trigonometric calculations of the intersections consume a lot of CPU time. It seems totally normal to me.
  10. Appending Text on Text Object Causes New Line

    Hi, Maybe there is a problem with the style. This works perfectly in the on line Sandbox Phaser editor: function create() { var style = { font: "bold 32px Arial", fill: "#fff"}; var mytext = game.add.text(0, 0, 'My own text:', style); mytext.setText(mytext.text+' This is my text.'); var mytext2 = game.add.text(0, 50, 'My own text2:', style); mytext2.text+=' This is my text2.'; }
  11. Phaser 2.10 game responsive

    In my case, I used scaleMode USER_SCALE with a callback for the size changes of the window. I show it in this post: And here the result: Regards.
  12. [Phaser] 3anglez

    Hi, I liked the concept of the game and the minimalist style is fine for me. But I think it would be more pleasant to play with some kind of ambient sound.
  13. - Battle Royale in your browser!

    Hi, This game is very fun. Only 2 suggestions: 1) Server browser with sort by ping. 2) If you use the arrows for movement, the keys "r" and "e" are far from the hand. Maybe some additional keys. Regards.
  14. [Phaser] Crossword Scape

  15. Flappy Tours (my first game)

    Hi @Kaffesumpen , Thanks for your opinion. Yes, I know, the game tests your patience . Regards.