shmikucis

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Everything posted by shmikucis

  1. Thanks for feedback! I'll check IE. Btw, which level was hard? I did made 5th and 6th harder. One of these or previous ones?
  2. This is my latest game - Dreams vs Nightmares http://build.games . Nightmares are attacking fluffy Catnap and dreams defend it. The game is in Plants vs Zombies style with 6 levels of gameplay. I'm planing to add more levels and introduce some new defenders or attackers each level. Any ideas are welcome Dreams vs Nightmares are build with Phaser. And I used online collaboration tool MyGameBuilder. Also there is a community contributing with pixelart and music which was quite handy for me. Btw, link to a project if you find it interesting https://v2.mygamebuilder.com/u/guntis/projects/Dreams vs Nightmares?_fp=chat.P_fSriL4uw2W4kY8Liu_ Printscreen from intro animation Some action in last levels
  3. We are trying out Phaser game concepts for beginners. Basically you are going through examples and completing tasks. There is a small but responsive community which checks tasks and gives advises. The exact url is here: https://v2.mygamebuilder.com/learn/code/phaser
  4. At the moment we don't have money to actively develop editor, but reported bugs are still fixed and we try to answer every question we have.
  5. Unfortunately you can't import a project back in editor and you are right that editor has another file structure. At the moment we don't plan big refactors like that.
  6. Hi, I've made an example which works http://mightyeditor.mightyfingers.com/#p2b8q/0-copy // you have to make this.playerGrounded as reference without () and pass callbackContext this// collide(object1, object2, collideCallback, processCallback, callbackContext) → {boolean}this.game.physics.arcade.collide(this.player, this.firstCloud, this.playerGrounded, null, this);And there was another bug // you don't need this.isGrounded checkif(this.isGrounded && this.jumpCount < 2) { this.isGrounded = false; ...//insteadif(this.jumpCount < 2) { this.isGrounded = false; ...
  7. Hi Sacer, hard to tell if I don't see whole game. Have you tried to change function call this.playerGrounded() to reference to this function this.playerGrounded like this this.game.physics.arcade.collide(this.player, this.cloud, this.playerGrounded);
  8. Hi phreaknation, I am not sure how to solve this. Maybe you can ask this in main Phaser forum as it is related to Phaser library?
  9. You are right, just tested this and added to github issues. You can move rectangle with arrow keys or specifying x,y values in settings tab. Sure it is not as convenient and we'll fix this bug most probably by next update.
  10. Hi sekao, do you use proxy? We have noticed that proxies often cause Websocket failure. Also which browser do you use? Currently Chrome is most tested from all.
  11. You can try MightyEditor. It is Phaser based and has much more features Video tutorial to create mini-game
  12. Hi guys, just read that Facebook launched compiler to build native iOS apps from JavaScript. Looks like Android apps will follow soon. http://thenextweb.com/dd/2015/03/26/react-native-which-allows-you-to-build-native-ios-and-android-apps-with-javascript-opens-to-all/ The project is under BSD license and available in github https://github.com/facebook/react-native Have anybody tried this and what are your thoughts? Can this compete with CocoonJS?
  13. Maybe somebody could help us with OS X server? We would like to set up compiler for iOS apps to export them via single click in the browser. Ideally we could give MightyEditor subscription in exchange for hosting. Otherwise we could pay some small amount of money.
  14. Good idea on news right in the editor. We could put also notifications about updates 1 day before server will go for maintenance.
  15. Thanks, it is a good point. We are seeing ourselves with creating games or even tutorials that editor needs to be some kind of version control system. I suppose that github is good from perspective that data is stored also on some 3rd party server. We should consider challenges when there is conflict when merging and how to overcome them. Anyway we will come up with one or another solution in next two months.
  16. Depends what do you need I am using Node.js over PHP for two reasons 1) If the game is real time multiplayer 2) Game logic can be extend to client and server (Node.js) because both uses JavaScript
  17. cedriclv, what do you mean with git support?
  18. You are right, there is a problem with grouping groups. Currently it works only with sprites. I will add this issue and we'll fix it. Regarding group anchor. Group acts different than sprite, it is a container with x, y coordinates and no width and height. Therefore there is no anchor point for group.
  19. Actually this is a point to buy subscription, 5 USD a month isn't that much With basic subscription you get private account and nobody could open/edit your project even he knows url.
  20. Hi oranjoose, it is 30 days after project is created. But we haven't implemented it yet, so projects won't be deleted for now. My estimation on automated project deletion - it will be ready in one month time. Of course there will be a timer with how many days/hours left and email notification.
  21. Hi Mario, thanks for good words You can import all files by drag&drop to file tree section in source editor (screenshot below) Unfortunately I don't know your current workflow and can't give universal answer. But one thing is for sure. You will have to load all assets through editor instead of preload function which most probably you are using now. It may happen that sprite texture keys differs which then should be manually renamed. All the rest should be easy adjustable. Groups, sprites, texts, tile layers are created with mt.create(objectName) and you handle them as normal Phaser objects.
  22. Hi Encompass, yes, you can make this kind of game with MightyEditor. Different levels are created as groups and displayed one after another. There is also keyframe based animation tool. Unfortunately you can't add events visually yet, instead this can be done through source editor. Regarding video - you can create it outside canvas element as separate <video> tag and put it over with higher z-index.
  23. It looks like we have a bit unintuitive shortcuts. Not only shift + arrow key, but also Ctrl + click and Shift + click doesn't work like in Photoshop for example. We'll go through Photoshop shortcuts and will copy anything related to editor. I think this could be better than any tutorial. Also need to consider shortcut popup which can be opened somewhere in top menu.
  24. Hi Henryk, yes, you are right. I'm adding this in TO DO for improvements. Wouldn't be done in the next release but after it