P.Uri.Tanner

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About P.Uri.Tanner

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    Advanced Member

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  • Website URL
    http://blandland.de
  • Twitter
    puritanner

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  • Location
    Jena, Germany
  • Interests
    Web. HTML5. JS.

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  1. @ahzf Code paid for by the (us-)gov might principally become FOSS. i.e less shady deals and open for serious QA https://t.co/QHGVeZ6t9A

  2. Getting started with Canvas/Javascript

    This is very IDE-specific question. Most Editors can read JSDoc-style documentation and provide code completion. The Term "Code Completion" is what you are after: https://www.google.de/search?q=java+script+code+completion Here is the easy solution for Webstorm: http://blog.jetbrains.com/webstorm/2014/07/how-webstorm-works-completion-for-javascript-libraries/ http://ternjs.net/ comes with good code completion for several IDE and is available for atom/brackets too.
  3. Counting pixels?

    Great question – especially with the rise of high density displays in all gaming arenas pixel counting sucks now more than ever. 1. Knowing your devices by heart helps significantly. Lucky for developers and designers most of the pixels-sizes are divisible by multiples of 2. So you can remember how large 50%, 25% 12.5% of your screen-axis are and will nearly always have to deal with beautiful, integers. You already know those: 2, 4, 8 16, 32, 64, 128, 256, 512, 1024, 2048, Also easy to remember: 5, 10, 20, 40, 80, 160, 320, 640, 1280, 2560 2. Have a medium DPI device or use zooming to easy recognize a "pixel perfect" design. Pixels on modern 300+ DPI devices are too small to easily discern. 3. Use a grid! Some of your early art assets should contain a grid. Sometimes i just overlay the canvas with a CSS grid set to "pointer-events:none;" http://codepen.io/puritanner/full/JGrewg 4. Use conventions and abstract pixels right from the start. This is another byproduct of not using "magic numbers" and removes a lot of the guesswork and pixel counting. // 10 Meters to the right! entity.x += 10 * METER // 120 WHAT? This will be more difficult to work with later on entity.x += 120
  4. Making Countdown Timer for game starting

    Exactly as you said! game.state.add('countdownState', {...} ) // your countdown game.state.add('game', {...}) // your gamestate // start the countdown game.state.start('countdownState') // after your countdown completes game.state.start('game') For a small use case you could just wrap the render and update functions to only render the countdown XOR the game.
  5. Making Countdown Timer for game starting

    Welcome! You can modify/steal from the examples. Here is an example for generic preloader: http://phaser.io/examples/v2/loader/load-events I created a small pen to illustrate some steps towards a countdown for you: http://codepen.io/Fenchurchh/pen/PZKdWa If you want to render the countdown using images you might want to check out the sprite or text examples (http://phaser.io/examples/v2/category/text)
  6. Webgl tool

    A feature/toolset and workflow i was missing from webGL quite dearly! Best thing since sliced bread.
  7. Load images from another domains

    vk.com has a CORS Header in place that blocks your request. Image from origin 'http://vk.com' has been blocked from loading by Cross-Origin Resource Sharing policy: No 'Access-Control-Allow-Origin' header is present on the requested resource. Origin 'http://s.codepen.io' is therefore not allowed access.You can view it in the browser, but can't access it from another domain. Make sure you read your console logs! This was an easy to spot error if you know how. Here is a short primer on debugging JavaScript in the Browser: https://developer.chrome.com/devtools/docs/javascript-debugging Good Luck!
  8. Looking for a Simple JS game framework with sprites

    http://playgroundjs.com/ has great documentation, is very easy to set-up, can draw sprites from the get-go.
  9. You are on the right track! If you post code here, i would recommend putting it in CODE Tags. You can also use codepen.io or jsfiddle.net. For camera problems: Use THREE.CameraHelper() to visualize your maincamera. Add a debug Camera to your scene. I made a codepen to visualize a possible workflow/solution: FULLSCREEN: http://codepen.io/Fenchurchh/full/ByexqX/ EDITOR: http://codepen.io/Fenchurchh/full/ByexqX/
  10. browser input interacts with game

    //You can persist key/value pairs between reloads like thislocalStorage.setItem("isWallRemoved", true)var isWallRemoved = localStorage.getItem("isWallRemoved")With that data, you could reinstate the game status after a reload.
  11. Help Setting up web server/Collaboration

    Setting up a server for testing and developing can be quite a big topic. Here is the easy solution: If you are using nodejs i recommend: npm install http-server -gYou can then start a simple server in your current folder with: http-serverOn windows and don't want to mingle with the command line? There is also a very portable server: https://code.google.com/p/mongoose/ You can use dropbox for your hosting needs. Just copy your project to the public dropbox folder -> Right Click -> Share public link. If you want to dig deeper into production environments i recommend reading up on GRUNT ( http://gruntjs.com/getting-started ) Codevinsky has created a very neat yeoman boilerplate: https://github.com/codevinsky/generator-phaser-official
  12. New physics engine

    Phaser will support the p2.js physics engine from version 2.0 on. http://steffe.se/?p=1190
  13. [Phaser] I'm making one new html5 game per week

    Game #3 is pretty entertaining. Minimalistic aesthetics + tough challenge = win. Keep going!
  14. Coding Tracks a list compiled by aerotwist back in 2011/12. It's non intrusive, melodic noise most of the time.
  15. HTML5 Abilities

    depends. HTML 5 is a composition of front end technology. If you want to create persistency between clients and sessions safely you need some server to store data. For the frontend it looks a bit like this in javascript: // store Item in browserlocalStorage.setItem("banana", "tasty!")// return value from browservar storedItem = localStorage.getItem("banana")Here are more details: http://diveintohtml5.info/storage.html