GoldFire

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About GoldFire

  • Rank
    Member
  • Birthday 09/27/1988

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  • Website URL
    http://goldfirestudios.com
  • Twitter
    GoldFireStudios

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  • Gender
    Male
  • Location
    Oklahoma City

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  1. I first started by writing a Phaser boilerplate using ES6 and Webpack. However, the thing missing was simple asset loading through Webpack, so I wrote a new plugin to facilitate that along with some more advanced features like compressed textures and retina graphics. Just define your asset manifest file, add the plugin and you are done. Github/Docs | NPM Load all game assets in parallel. Load images, spritesheets, atlases, audio, bitmap fonts and web fonts. Integrated with Webpack for automatic cache-busting. Supports all filetypes. Supports asset postfix for retina support ('@2x', '@3x', etc). Supports automatic loading of compressed textures (PVRTC, S3TC, ETC1).
  2. For anyone interested, loading of compressed textures is fixed in Phaser-CE 2.7.7.
  3. Did you ever get this figured out? I'm trying to setup something similar to the below to get this working with an atlas; however, I can't even get the PVR file to load (it correctly selects the PVR file when on iOS, but it just hangs on loading forever).
  4. After going over the advanced rendering tutorial (http://phaser.io/tutorials/advanced-rendering-tutorial/part6), I started working on adding compressed textures into our game. Based on the example in that tutorial, it seemed like this would be a perfect match using an atlas as is shown in the example. However, digging into the API, only loading through game.load.image or game.load.texture supports passing in a formats object. Is this not actually supported with an atlas or am I just missing something?
  5. Thanks, I really appreciate it! I've actually been meaning to do a follow-up post since we've since migrated to HAProxy and gotten all levels fully redundant. We definitely have plans to start on a new game, hopefully later this year, and it'll certainly be a totally different genre from what we've done before.
  6. Is anyone going to be in San Francisco in a couple weeks for GDC 2016? Myself and one of our other devs will be there and would love to meet up with any other HTML5 game devs (we are the creators of CasinoRPG and howler.js). Feel free to reply here or tweet me @GoldFireStudios.
  7. As BobF mentions, you need to use 2.0. The autoSuspend feature isn't in 1.x. You also don't want to set Howler.autoSuspend to false as that would disable the feature that fixes the Chrome Android issue.
  8. The game is doing quite well and is seeing fantastic growth, so from that standpoint I'm very pleased with the outcome. I do wish something like pixi.js had been around when we started development on the game, but we've actually been able to squeeze quite a bit of performance out of it. The biggest challenge has actually been that the Isogenic Engine was essentially abandoned a year ago. We've since forked it and are doing our own development on it, but it would have been nice to be using a fully open source engine/library that was under active development still. The challenging, but fun aspect of working on such a large project has been that we've had to come up with solutions to a lot of unusual problems and think outside of the box. We've written about a few things (and hopefully we'll find the time soon to write about some more). One example is our horizontal scaling back-end that we've had in production for around 6 months now (http://goldfirestudios.com/blog/136/Horizontally-Scaling-Node.js-and-WebSockets-with-Redis).
  9. We've spent 2+ years building this from the ground up, it certainly isn't something we bought. It does use the Isogenic Engine, but other than that it is all our own code.
  10. We built one that has tens of thousands of users: http://casinorpg.com
  11. Thanks! We've enjoyed using it for the most part, though we are technically running a modified version that we forked around 7 or 8 months ago. We've actually been using it since before there was any documentation, so we became very familiar with the codebase quite quickly.
  12. We've been working on an HTML5 MMORPG for the last 2 years and are finally ready to fully release the game after a year of private and public beta testing. The game is built using a modified version of the Isogenic Game Engine and Node.js/MongoDB on the server. We are a team of 3 that Kickstarted the development halfway through (I know a few of our backers are on these forums, thank you again!). The game is an open world MMO that merges role-playing, tycoon, city-building and casino games. All of the casinos in the game are designed, owned and operated by other players. You can play all of the casino games and then use your winnings for your own casino empire. Here are some screenshots and our new gameplay trailer. Feedback appreciated! The beta can also be played right now at http://casinorpg.com. Gameplay Trailer on YouTube
  13. Haha yes this is James, our artist is quite good at characters! @alex_h: We've been using looping within sprites quite extensively and haven't run into any issues.
  14. There are legitimate uses for HTML5 Audio even when Web Audio is supported. For example, you wouldn't want to play a large audio file (such as background music) with Web Audio since it has to first download the full audio source and then decode it in the browser. We ran into significant issues with this on CasinoRPG and found that using Web Audio for sound effects only was the way to go. Web Audio also doesn't render sound sprites worthless either. Just because images are supported in all browsers doesn't mean image sprites are pointless. Same goes for audio, you can significantly decrease HTTP requests by using audio sprites.
  15. I'm not sure I follow, what do you mean the browser is labeled? Is the game not working for you?