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Milton last won the day on September 10 2016

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About Milton

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  1. That's just insane. @rich?
  2. This means you are doing something wrong. Increasing a pool should not slow anything down, only eat some memory. Maybe you're not returning your objects back to the pool. Put your game online somewhere so we can have a look.
  3. Or it could be spritesheet artifacts. Make sure to use padding. Funny WebGL being slower than Canvas. Maybe use BitmapFont...
  4. The Mozart effect can refer to: A set of research results indicating that listening to Mozart's music may induce a short-term improvement on the performance of certain kinds of mental tasks known as "spatial-temporal reasoning;" I seem to recall Bach works even better, because it's very mathematical.
  5. A classical music station. It is claimed Bach improves IQ
  6. Usually when games are slow with many objects, the pool is too small. Try it with no pool, i.e. create a new object every time you need it The amount of objects itself is not very relevant (as long as they don't all have different textures). 10000 objects with the same texture will pretty much render just as fast as 1 object...
  7. Get rid of the opening screens, immediately show the menu. People can always find the options. Have a demo button that shows how to play. I didn't understand that I could move to an empty space... Get rid of the space shuttle. Change the 'game over' sound. It would be nice to drag over multiple positions. Nice game, but it needs some polish
  8. Hmm, that doesn't make sense. It only handles live objects. Even if you had a pool of 10000 it wouldn't matter... Just make sure you don't create objects while running.
  9. I guess you want to use either BitmapData or RenderTexture. Combine the sprites you want to a single texture, and use that for your character sprite.
  10. Phaser.Point.rotate does this for you I think.
  11. ?
  12. HTML Canvas supports clearRect(), so you could add that to Phaser's CanvasRenderer. Add some sort of clearObject, similar to how a Mask is used. Then as the final step on render, do some clever clearRecting You would have to do everything with Rects of course, could be fun. For the WebGLRenderer it should be easier to implement, you can just render your transparent clearObject.
  13. You are a strange person. Forget about True Valhalla. Claudio Souza Mattos is SCUM. TV supplied the evidence. Attack the evidence, not the messenger...
  14. You seem to think you can restore your 'reputation' by discrediting me or TV... It doesn't work that way. Discredit TV's evidence, then we'll talk.
  15. I couldn't care less about TV. But you are caught. Admit it, get over it, and get on with your life. SCUM.