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About jamespierce

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  1. Love this idea!
  2. Thank you so much for your great feedback! You can't imagine how good it feels to create something that people play. Or probably you already know what that feels like Anyways, I've added more levels to the game! Actually several people asked me to do so already on the first day of release, I would have never guessed people would play it for so long on the first day. Regrading licensing the game to put on your website, I've sent you a private message here on the forum. The background pictures and other assets were downloaded from opengameart and they are all under the CCO license. You will find the artist's names in the credits.
  3. Play Link: Squares Vs Circles Game Circles don't like Squares, because Squares have edges... Welcome to this fun mobile Puzzle Game You tap Squares to toggle their position: defensive or vulnerable. Toggle smart to survive against the incoming Circles. There are different Square types that require different strategies: - Normal Square - Lazy Square - Coward Square This is my first Puzzle game. If you guys like it, I will add more levels Have fun! Play Link: Squares Vs Circles Game
  4. Thank you for your feedback! It will hopefully help me create better (and not boring) games in the future. Don't forget though this is a mobile game, therefore the controls are catered to that. Also for each upcoming track, you see the composition in the track preview. Tuning the car in the garage to suit the upcoming track composition (asphalt, sand, dirt) helps a great deal and should add strategic depth to the game. Since money is limited, there are always choices and trade-offs to be made, making the game more interesting beyond just racing. That was the plan at least when I created it! Thank you again for taking the time to play it and provide feedback, hell even taking a look at my code!
  5. Wow so cool, thank you for playing What you are describing are the rogue-like elements I tried to bring into the game. Once it "clicks", normal difficulty turns out to be very easy actually. Figuring it out should be the fun in the game! Finding the right balance is very hard though, I hope I can become better at balancing difficulty the more games I create. Thank you so much for the feedback!
  6. It's been a long time since I was able to finish a project of my own, but here it finally is: Tap Racer! Tap Racer is a mobile optimized game that combines rogue-lite elements with a racing game. While your car drives automatically you need to tap the arrow-buttons to switch lanes and find the fastest route as well as avoid obstacles. There are 10 race tracks from around the world and while they all have a unique layout they also have a different surface composition of: asphalt, sand, and dirt. You can preview each track, tune your car in the garage and then give it your best shot! Tuning your car correctly is crucial so you have the right suspension, wheels and body that give you the most advantage in the upcoming track's surface composition. Win 10 races in a row and you win the game on your chosen difficulty. But don't worry if you lose: you get to keep everything that you have unlocked to get an advantage on your next try! This is where the rogue-lite characteristic of the game comes into place. Controls: – Tap arrow buttons to switch lanes (if on a computer, you can use your keyboard's arrow keys) – Car drives automatically Features: – Rogue-Lite elements – Tune your car in the garage – Unlock new cars and hard difficulty Game Link: Play Tap Racer
  7. I had fun playing, great job! It's funny how you get attached to a car once you've invested the smallest upgrade even >.< I've been working on a racing game too but had to put a hold on it due to client work Maybe you can add buying cars too, so not all of them are available from the start!
  8. Any chance somebody knows how this works in 2.6.2?
  9. @thefailtheory sorry for my late reply, I had family for visit today. Looks like your click-to-move implementation has worked out perfectly!
  10. levelData is simply an object that holds all the necessary information of the current level: the tilemap, the shrines & weapons in the world, the skin the user is currently wearing etc. Every time the user navigates the level / skin selection in the main menu, the levelData object is updated and is then accessed in level_master.js, level_intro.js and level_play.js to load and build the level correctly. So that different states can access the same levelData object, it is passed along in the Phaser state change methods: game.state.start(); For example in main_menu.js inside startGame(). That's why you see it in all the create() or init() calls as this is where levelData is passed over from the previous state.
  11. - I take the standard onInputDown event anywhere on the game screen and add the camera x and y coordinates to the pointer x and y coordinates. All it does is it gives the point in the game world where the user clicked (as opposed to where the user clicked on the canvas) - Then I convert the pixel position of the mouse click into its corresponding grid position by simply dividing it by the tile size in the game: Math.floor(pointer.x / tileSize); - Then I use astar pathfinding to calculate the path from the current player grid position to the clicked grid position. (If you don't want to do your own astar path finding you can use easystar.js but in my case easystar wasn't returning exactly the kind of array I needed so I just wrote a very basic astar pathfinding algorithm. You can use it for yourself too but it's not well commented so you'd be better off reading the easystar files to be honest.) - So astar returns an array of grid squares as the path. This path is saved in the "path" property inside the "player" instance. - Then the player instance simply moves along this path until it reached the target square. If the user clicks again while the player is moving, the current path array is set to null and the whole process is repeated and then the player instance's path property is updated again with the new path array. I guess the logic would be the same in an isometric game but I have never done it for an isometric world.
  12. It's in the Player.js prefab in the walk() and setPath() methods. Prerequisite is a tilemap with a collision layer though which is generated in level_play.js in the createWorld() function.
  13. Good night mate! Yeah I had already checked out the URL on your profile, the last link is my favorite
  14. @thefailtheory some parts are not cleaned up >.< but it is generally well commented and the files are not minified either!
  15. @thefailtheory thank you so much