GoldFire

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  1. Like
    GoldFire reacted to Marius in [Phaser] Exocraft - Build, Battle and Mine on a Dying Alien World   
    i love the io games like this ❤️
  2. Thanks
    GoldFire got a reaction from makis in [Phaser] Exocraft - Build, Battle and Mine on a Dying Alien World   
    Sure! We don't actually have any ads on our games (we do have an offer wall on this one, though it is barely generating any revenue to be worth it, so it'll likely get removed before too long). We mostly monetize through limited edition item sales and premium currency.
  3. Like
    GoldFire got a reaction from makis in [Phaser] Exocraft - Build, Battle and Mine on a Dying Alien World   
    GoldFire Studios started as a hobby way back in the day, but we have been a full-time business for around 7 years now. We are still very small (3 devs and 1 artist), but our games are able to support the studio.
  4. Like
    GoldFire got a reaction from rex in More advanced particles?   
    We are in the process of porting our Phaser-CE game to Phaser 3 and have been using Particle Storm. We were able to make a lot of great particle effects with this and it looked like the Phaser 3 particle system was fairly similar. However, we are finding some serious limitations that render the vast majority of our particle effects impossible in Phaser 3. I'm hoping this isn't actually the case and I'm just overlooking something. For example, a lot of our particles start with a random alpha value, fade in from 0 to full opacity at the half point and then back to 0 at the end:
    alpha { value: {min: 0.5, max: 1}, control: [{x: 0, y: 0}, {x: 0.5, y: 1}, {x: 1, y: 0}], } However, two issues in Phaser 3:
    1. You can't use min/max in addition to start/end, so it is an either/or with having random values and values that tween.
    2. You can no longer define a control, you can only provide an easing function, which means you can only either fade in or fade out, but not both.
    Is there any way to accomplish this in Phaser 3 that I'm overlooking?
  5. Like
    GoldFire got a reaction from ivan.popelyshev in Pixi-Sound vs Howler   
    Howler.js doesn't claim that at all. The core howler.js library has full feature parity regardless of Web Audio API or HTML5 Audio. We then have optional plugins that give you extra features only available in Web Audio API. Also, simply making your own and doing it right is a lot more work than you might think as there are a lot of browser-specific edge cases you have to cover, and there is pretty much no way to test for all of those on your own without a community effort.
  6. Like
    GoldFire got a reaction from ivan.popelyshev in Pixi-Sound vs Howler   
    I'm the author of howler.js and it has quite a bit of community support as well. You'll find that howler.js is the most widely used JS audio library and has been under constant development for many years. We use it in our own web games (CasinoRPG and Exocraft.io) and it is used widely elsewhere. A small list of sites/games using howler: https://howlerjs.com/showcase/.
  7. Like
    GoldFire got a reaction from icp in [Phaser] Exocraft - Build, Battle and Mine on a Dying Alien World   
    We’ve been working part-time on our own take on the IO game for close to a year. Exocraft is an action/strategy persistent MMO that is focused around more depth and progression than most IO games. You start as a small mining vessel and build up your unique ship using dozens of available parts. Team up with others to mine and battle planetary defenses on a dying alien world for resources, or compete in skirmish-style tournaments to reach the top.
    The game is built with Phaser-CE on the client and uses a custom server built with Node.js, MongoDB and Redis -- backed by our own GoldFire platform for signup/login, communication, achievements, etc. All players are in the same world, so there are no servers to choose from. As more players come online, the world will dynamically size up and down to fit the number of players and maintain resource balance.
    You can play now at https://exocraft.io, and any feedback is greatly appreciated!






     
  8. Like
    GoldFire got a reaction from claydev in [Phaser] Exocraft - Build, Battle and Mine on a Dying Alien World   
    We’ve been working part-time on our own take on the IO game for close to a year. Exocraft is an action/strategy persistent MMO that is focused around more depth and progression than most IO games. You start as a small mining vessel and build up your unique ship using dozens of available parts. Team up with others to mine and battle planetary defenses on a dying alien world for resources, or compete in skirmish-style tournaments to reach the top.
    The game is built with Phaser-CE on the client and uses a custom server built with Node.js, MongoDB and Redis -- backed by our own GoldFire platform for signup/login, communication, achievements, etc. All players are in the same world, so there are no servers to choose from. As more players come online, the world will dynamically size up and down to fit the number of players and maintain resource balance.
    You can play now at https://exocraft.io, and any feedback is greatly appreciated!






     
  9. Like
    GoldFire got a reaction from PixelPicoSean in [Phaser] Exocraft - Build, Battle and Mine on a Dying Alien World   
    We’ve been working part-time on our own take on the IO game for close to a year. Exocraft is an action/strategy persistent MMO that is focused around more depth and progression than most IO games. You start as a small mining vessel and build up your unique ship using dozens of available parts. Team up with others to mine and battle planetary defenses on a dying alien world for resources, or compete in skirmish-style tournaments to reach the top.
    The game is built with Phaser-CE on the client and uses a custom server built with Node.js, MongoDB and Redis -- backed by our own GoldFire platform for signup/login, communication, achievements, etc. All players are in the same world, so there are no servers to choose from. As more players come online, the world will dynamically size up and down to fit the number of players and maintain resource balance.
    You can play now at https://exocraft.io, and any feedback is greatly appreciated!






     
  10. Thanks
    GoldFire got a reaction from Skeptron in [Phaser] Exocraft - Build, Battle and Mine on a Dying Alien World   
    We’ve been working part-time on our own take on the IO game for close to a year. Exocraft is an action/strategy persistent MMO that is focused around more depth and progression than most IO games. You start as a small mining vessel and build up your unique ship using dozens of available parts. Team up with others to mine and battle planetary defenses on a dying alien world for resources, or compete in skirmish-style tournaments to reach the top.
    The game is built with Phaser-CE on the client and uses a custom server built with Node.js, MongoDB and Redis -- backed by our own GoldFire platform for signup/login, communication, achievements, etc. All players are in the same world, so there are no servers to choose from. As more players come online, the world will dynamically size up and down to fit the number of players and maintain resource balance.
    You can play now at https://exocraft.io, and any feedback is greatly appreciated!






     
  11. Like
    GoldFire got a reaction from jay3sh in [Steam] CasinoRPG - Casino MMORPG   
    Thanks, glad to hear you like it! Which iPad Pro model year are you using? We didn't use pixi or phaser simply because they didn't exist when we started building the game. WebGL also didn't have very widespread support at the time (we started development in mid 2012 and launched the first web version about a year later). We are working on a new game right now with Phaser, but we were very close to going with pixi.js as well. I think if you want raw performance then pixi is the way to go, but phaser did provide a lot of nice features that have saved us a lot of time (and our new game is being developed on a fast timeline, which is what tipped the scales for us).
  12. Like
    GoldFire got a reaction from jamessimo in [Steam] CasinoRPG - Casino MMORPG   
    We recently launched our web-based CasinoRPG on mobile for iOS/Android using Cordova. We’ve now taken a similar approach for desktop and used Electron and Greenworks to build a PC/Mac app for Steam. CasinoRPG is an MMORPG that merges role-playing, tycoon, city-building and casino games. It is built using our own fork of the Isogenic Engine, which uses 2D HTML5 canvas.

    Download on Steam
     
  13. Like
    GoldFire got a reaction from zelcard in [Steam] CasinoRPG - Casino MMORPG   
    We recently launched our web-based CasinoRPG on mobile for iOS/Android using Cordova. We’ve now taken a similar approach for desktop and used Electron and Greenworks to build a PC/Mac app for Steam. CasinoRPG is an MMORPG that merges role-playing, tycoon, city-building and casino games. It is built using our own fork of the Isogenic Engine, which uses 2D HTML5 canvas.

    Download on Steam
     
  14. Like
    GoldFire got a reaction from Nicholls in Phaser Webpack Loader Plugin   
    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).  

  15. Like
    GoldFire reacted to feudalwars in [Phaser] Strike Tactics: free-to-play HTML5 RTS   
    Just launched this week!
    Play free here: http://striketactics.net/play
  16. Like
    GoldFire got a reaction from Befive.Info in [Greenlight] CasinoRPG - Casino MMORPG   
    CasinoRPG is an MMORPG that merges role-playing, city-building, tycoon and casino games. We launched the game on the web in 2014 and have continued to roll out frequent updates over the last several years.
    The game is built with our own fork of the Isogenic Engine and we’ve recently been working on desktop applications for the game. So, today we launched the game on Steam Greenlight and would really appreciate getting your support with a vote! We’d also love to hear any feedback as we continue to evolve and improve the game every day.
    Vote on Greenlight
    Play in Browser
     
     




  17. Like
    GoldFire got a reaction from scheffgames in [Greenlight] CasinoRPG - Casino MMORPG   
    CasinoRPG is an MMORPG that merges role-playing, city-building, tycoon and casino games. We launched the game on the web in 2014 and have continued to roll out frequent updates over the last several years.
    The game is built with our own fork of the Isogenic Engine and we’ve recently been working on desktop applications for the game. So, today we launched the game on Steam Greenlight and would really appreciate getting your support with a vote! We’d also love to hear any feedback as we continue to evolve and improve the game every day.
    Vote on Greenlight
    Play in Browser
     
     




  18. Like
    GoldFire got a reaction from Dread Knight in Phaser Webpack Loader Plugin   
    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).  

  19. Like
    GoldFire got a reaction from samme in Phaser Webpack Loader Plugin   
    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).  

  20. Like
    GoldFire got a reaction from MeMyMo in Phaser Webpack Loader Plugin   
    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).  

  21. Like
    GoldFire got a reaction from samme in Compressed Texture with Atlas   
    For anyone interested, loading of compressed textures is fixed in Phaser-CE 2.7.7.
  22. Like
    GoldFire got a reaction from WombatTurkey in Game Developer Conference   
    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.