Alvin

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Alvin last won the day on October 1 2013

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About Alvin

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    @alvinsight

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  1. Remove my account.

  2. Hey everyone, I know I haven't posted anything in this forum for a while, but I'd like to share with you guys the latest HTML5 treat from Goodboy Digital, the Danger Mouse Game ! We've made this game for the re-launch of a popular British TV show from the 80s that the BBC re-created, it's a fast-paced platformer featuring four worlds inspired by moments in the show, each of them finishing with an iconic boss to beat at the end. A lot of special effects and animations have gone into this game, we've also built a specific game engine and we're really proud of the end result, we even find ourselves playing it when we just wanted to test a specific feature Unfortunately, the game is only playable in the United Kingdom, and there isn't anything we can do about it. Play it here : http://www.bbc.co.uk/cbbc/games/danger-mouse-game And enjoy, happy Friday ! PS : There's also a cheat code that is yours to discover
  3. Hi, It expects an array of children objects to be passed to it, it's exactly like doing group.add multiple times, it's just a for loop internally. So you use it like this : group.addMultiple([sprite1,sprite2,etc])
  4. I have used this blur script before and It's quite fast (for a canvas filter), but if you want to blur you whole game screen for a moment I would suggest using another blurred canvas on top.
  5. Every Phaser sprites and images have a world property that gives you access to the sprite's coordinates relative to the game canvas and not the parent container. (sprite.world.x and sprite.world.y) I'm not sure if this is what you're looking for ?
  6. I don't know if Panda has a better way of doing it, but from Pixi.s point of view I would simply do this : for(var i = 0; i<container.children.length; i++){ container.children.interactive = true; } Which makes only the children of this container interactive Good luck
  7. Hi Jorge, no worries dude
  8. Does it still work properly even though the console logs 'false' ? You could also use : this.weaponIcon.events.onInputDown.addOnce(this.initWeapon, this);
  9. @ivanix, Just updated the link, and a custom class such as the one XekeDeath sent is also perfect.
  10. Hello, and welcome aboard ! So here are the links you will need to start your Phaser journey : The main website : phaser.io The API documentation : docs.phaser.io The live examples : examples.phaser.io The getting started tutorials : http://phaser.io/getting-started-js.php and http://www.photonstorm.com/phaser/tutorial-making-your-first-phaser-game. Good luck
  11. Hi, In order to move a sprite that is fixedToCamera, you need to use the cameraOffset property. You can then position the sprite wherever you want using sprite.cameraOffset.x and sprite.cameraOffset.y
  12. @Ernesto : If you're using Phaser, you can use this to keep your pixels crips : game.stage.smoothed = false;If you're just using canvas, it is also possible via : context.imageSmoothingEnabled = false;context.mozImageSmoothingEnabled = false;context.oImageSmoothingEnabled = false;context.webkitImageSmoothingEnabled = false;Good luck
  13. You could create isometric shapes using Phaser graphics if you want, but as to incorporate isometric maps into the engine, this is a whole other problem, for example, everything like collision detection, input etc would need to be adapted to work in an isometric environment. But nothing prevents from playing with obelisk.js
  14. Hi, yes there is defintely a better way to do it, there it is : sprite.animations.add('key', game.math.numberArray(0,11),24,false);You can also have a look at this function : http://docs.phaser.io/Phaser.Animation.html#generateFrameNames which is even more powerful. Good luck PS : and yes it should work with your spritsheet.
  15. You just need to make sure that your font is properly loaded before you create your text object, there are several hacks to do that, but first make sure you put your Css before your DOM and your Js.