Everything posted by jkarjala
StarMines is a space shooter inspired by old classics like Asteroids and Omega Race. You are the spaceship pilot in search of magical Bonusoids which can only be found in the endless starmine fields full of dangers. The more Bonusoids you catch, the better their magical forces make your ship. The game should be playable on mobile with touch controls and desktop with keyboard or mouse. I have even tested it with an LG OLED TV, it works 🙂 On touch devices, there are different options for touch controls which you can choose from the top-right pause menu. The game URL: https://smtng.jpkware.com/ New version on Jan 20, 2019: - music and ship upgrade sound added, reduced overall volume - ask for player name when always when starting a new game, changing name will reset progress - automatic 5 second shield for each 4 Bonusoids collected - more info messages on ship upgrades New game play video with music, and showing the new shield: Screenshots: A couple of YouTube videos: The SM:TNG is my ancient StarMines for Java rebooted using the HTML5 and modern tools: Scala JS and Phaser CE. I think the game is complete enough for public release now, but I'll most likely continue to develop it further in the coming months. Eventually, I plan to make it open source under GPL, unless somebody buys an exclusive license with big money 🙂 All kinds of feedback welcome, for example: Does it work well on your browser? I recommend Chrome on Android and Chrome or Edge on Windows, but it should work OK with other browsers as well. Does it maintain 60fps? You can enable the fps meter on top-left corner with this URL: https://smtng.jpkware.com/#fps What do you think about the different control options? What could be improved? Ideas for new enemies, bonuses or weapons which would fit the theme?
jkarjala posted a topic in Phaser 2I'd like to use sprites with 3D look (using light sources which cast shadows), and pre-render them from 3D models to 2D images for sprites. For sprite rotations (think Asteroids ship rotating), I thought I'd pre-render multiple frames for the different rotation angles, and select the frame which matches the rotation angle. I cannot figure out how to best handle this in Phaser Arcade Physics. If I try to use body.angularvelocity which seems to set sprite.rotation, the framework rotates the currently active frame, which messes up the shadow directions. Is there some way to override the body rotation handling so that it would switch frames (and update body dimensions) instead of rotating the single frame? Any other alternatives?