charlie_says

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charlie_says last won the day on August 25 2014

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About charlie_says

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  • Birthday 12/12/1972

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    http://playsnicely.co.uk
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  1. I'm often reluctant to weigh into these kind of arguments. and, in reality developers need to work out for themselves whether or not they feel that entering a competition (or working with any kind of publisher) is right for them. But, I've worked with CoolMath on several occasions and have nothing negative to say about the experience. (In fact, the opposite is true, it has been very positive!)
  2. charlie_says

    Export bitmapdata as PNG

    I've created some assets for use in a game, but it would now be handy to get those assets as files for re-use elsewhere. Is there an easy way to export created graphics as files? <edit> I realised that the above is a little unclear - what I mean is: I use Phaser's BitmapData to draw out a number of sprites that I use in my game
  3. charlie_says

    Phaser webcam examples not working

    Further investigation revealed webcam examples work just fine, but for some reason only Edge is allowed to access the camera...
  4. charlie_says

    Phaser webcam examples not working

    Title says it all really, is there a reason the examples have stopped working?
  5. charlie_says

    Determine Screen Size

    I think using the scaled width and device.pixelRatio gives the desired result...
  6. charlie_says

    Determine Screen Size

    Slightly odd question here: is there a way to determine the screen size... I'm not so interested in the pixel resolution, but more the physical size of the screen. I've got an item that reacts when tapped, but, on my Iphone which has a small screen this is completely obscured by my finger, and I'd like to move it so you can see what's going on... but, I couldn't see a good way of doing this... ...any ideas?
  7. charlie_says

    BitmapData copyrect not working in IE11

    Interestingly, what I'm trying to do is copy a small bitmapdata into a larger one, with an offset to centre it. It doesn't appear that anything is outside of the bounds... The only thing I could think is that by using .draw which copies some properties from the source, rather than copyRect to which I only pass a few variables, was missing something. But, I did try doing the operation using .copy and passing everything I had, and it still didn't work for me (in IE11, works fine everywhere else.)
  8. charlie_says

    BitmapData copyrect not working in IE11

    I investigated this further... I can't figure out what causes the issue, especially as all the bitmapdata methods work in the same way! (they all re-use copy(...) which would seem to mean that it should just work.) But, copyrect definitely fails in IE if you're trying to copy a rectangle which is differently sized (I was trying to copy a small bmd to a large bmd, this generates an index error.) I was able to work around it (again) using draw...
  9. charlie_says

    BitmapData copyrect not working in IE11

    Hi, I've had this issue before, finding that BitmapData.copyrect doesn't work on IE for some reason. (It fails silently, basically the game will just stop). Previously, I'd worked around by using BitmapData.draw, but doing that this time will be a bit more involved, and I'm keen to try to understand what's going wrong. But, so far, I've not had much luck tracking down the issue - does anyone have any idea?
  10. charlie_says

    Add BitmapData to cache

    Ah... tmp.loadTexture( this.game.cache.getBitmapData('test')); will do the trick!
  11. charlie_says

    Add BitmapData to cache

    I'm having difficulty manually adding bitmapdata to cache. I can do this: let _bmp = new Phaser.BitmapData(this.game, null, 100, 100, false); _bmp.fill(255,125,0,1); let tmp = new Phaser.Sprite(this.game, 100,100); tmp.loadTexture(_bmp) this.game.add.existing(tmp); which, works fine. But if I try this: let _bmp = new Phaser.BitmapData(this.game, null, 100, 100, false); _bmp.fill(255,125,0,1); this.game.cache.addBitmapData('test', _bmp); let tmp = new Phaser.Sprite(this.game, 100,100); tmp.loadTexture('test') this.game.add.existing(tmp); nothing appears... Any ideas where I'm going wrong? It generates the error Phaser.Cache.getImage: Key "test" not found in Cache.
  12. charlie_says

    Penny Drops

    This is a new (well, newish, but only recently completed & released) match 3 game in the style of an old slot machine. Have a play here:
  13. charlie_says

    resize and ios

    :S Ok, after quite a lot of playing around, it seems that this.game.scale.onSizeChange.add(this.onResize, this); is unreliable on ios with smaller screens and is better replaced by: window.onresize = this.onResize.bind(this);
  14. charlie_says

    resize and ios

    I've looked through the examples, done a bit of experimenting & further googling and am still stuck. I've got a resizing solution in place (with the scale manager) which works fine on all devices, with the exception of smaller iOS landscape (so definitely Iphone SE, but probably others). The issue there is the address bar and info bar appear in, overlaying the screen, without correctly setting the innerHeight (or not calling the resize function after they've appeared.) Anyone got any ideas or examples of resizing that works in this scenario?
  15. charlie_says

    Bitmapdata example not working in typescript

    ok, should anyone come across this, and be interested, I've fixed it by drawing directly to the context. What I was trying to do was a little different, so it's not a straight replacement of the above. bmd.context.fillStyle = grd; bmd.context.fillRect(0,0,this.game.width,this.game.height);