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About justGoscha

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  1. Hey folks, I've compiled a Animation Package for sale on Gumroad with 100 animations as PNG sequence, GIF, Video and Source (PSD or Krita). There are around 90 walk and run cycles in it. I could imagine it could be a great resource if you want to quickly animate a walk cycle and don't know where to start. You can use the resources for whatever you want commercially or not when you buy it on Gumroad. Below is a trailer of what's inside. It's 20$. Here's the link: https://gumroad.com/l/walkcyclepack PS: Also I'm on the lookout for a new job right now. I'm an experienced JS dev, worked a little with PhaserJS. And I'm also an animator and 2D artist, but with not much professional experience in it. (Maybe I should post this in a seperate thread.)
  2. Noticed this, too! What's up with that?
  3. Hey everyone, I created a tilemap layer and enabled Arcade physics for it and set the friction to 1,0. I also set up collisions and everything. But when my bullets collide with the map, there is no friction applied, they just slide through. Is the friction property supposed to work with Arcade physics at all, because I've only seen topics of friction with the P2 physics. So I'm not sure. ...var map : Phaser.Tilemap = game.add.tilemap('map');map.addTilesetImage('ground_1x1');map.setCollisionBetween(1,12);this.layer = map.createLayer('Tile Layer 1');this.layer.resizeWorld(); game.physics.startSystem(Phaser.Physics.ARCADE);game.physics.arcade.enable(this.layer);this.layer.body.friction.setTo(1,0);...this.bulletGroup = game.add.group();this.bulletGroup.enableBody = true;this.bulletGroup.physicsBodyType = Phaser.Physics.ARCADE;this.bulletGroup.createMultiple(500,'bullet');this.bulletGroup.setAll("anchor.x", 0.5);this.bulletGroup.setAll("anchor.y", 0.5);this.bulletGroup.setAll('outOfBoundsKill', true);this.bulletGroup.setAll('checkWorldBounds', true);this.bulletGroup.setAll('body.mass',0.1);...game.physics.arcade.collide(this.bulletGroup, this.layer, this.bulletCollision);
  4. Does anyone know why I can't set game.physics.arcade.TILE_BIAS = 40; in typescript? It always says Property 'TILE_BIAS' does not exist on type 'Arcade'.Is it because TILE_BIAS is defined as static?
  5. Is it better to put the GUI in the update or the render function?
  6. For me there's the problem that I cannot debug the script in Chrome when it's added via game.load.script()I can jump into the code from my main game.js, and then the script shows up as some VM2039 (or some other number) and then I can go through it, but it doesn't show up in the sources. EDIT Found a hacky solution for that. When inserting a `console.log('js/myfile.js')` in the beginning of each file I can see it in the console and jump from there to the file.
  7. For me this still calls the shootBullet function multiple times... fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);fireButton.onDown.add(shootBullet, this);...function shootBullet() {// Will only be called once per key press.// Will be passed the full Key object. See Phaser.Key for properties.}EDIT: Fixed... there was a stupid error in my code. I added the listener on every update loop.