Milton

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Everything posted by Milton

  1. Milton

    Pseudo 3d racing?

    If it's just for laughs with some mates, put it up on GitHub. I don't think it's commercially viable anyway. You would likely get some people (even me) contributing exactly what you want for free
  2. Milton

    Pseudo 3d racing?

    Maybe you could contact Ansdor, who just finished Slipstream. I don't think you'll get much cheaper than my estimate, even for a prototype...
  3. Milton

    Pseudo 3d racing?

    Phaser could handle it, no problem. But unless someone is willing to sell existing code cheap, this will cost you. I would ask at least 50K...
  4. Milton

    Gamedistribution payment and VAT

    NL 857313915B01 Says google...
  5. 107 It becomes (somewhat) easier the more balls you get... Nicely balanced though.
  6. Milton

    Laser keeps hitting enemies even though destroyed

    I find that the lesser of two evils... I wonder what undefined result 'var enemy = game.scene.spinvaders[ i ];' etc, gives when 'i' exceeds the original length.
  7. Milton

    Laser keeps hitting enemies even though destroyed

    Hi Ninja, This has nothing to do with Panda specifics. To become a better programmer you should understand memory... I grew up with assembly and C, so I guess it's not really fair, but maybe you could read some early Kernighan and Ritchie book.
  8. Milton

    Laser keeps hitting enemies even though destroyed

    I didn't understand erase either, so what did I do. I went to the panda github, looked how erase was defined, and it's just a splice helper. That means it alters an array. And thus messes up your spinvaders.length, and your index. Try to figure out the next and last index when you remove something inbetween... Javascript is very forgiving, in compiled languages this would give at least an out of bounds, and probably a segment violation error.
  9. Milton

    Laser keeps hitting enemies even though destroyed

    Having a 'for' loop while removing elements seems dodgy... Try iterating in reverse.
  10. Milton

    HTML5 export of Unity flappy bird is 714KB?

    Duh, it's the size of the core. Read their blog. They actually say 73K. For web-based deployment, the file size for our compressed core runtime is 73KB
  11. Milton

    HTML5 export of Unity flappy bird is 714KB?

    The editor, tooling, cross-platform export etc.
  12. Milton

    HTML5 export of Unity flappy bird is 714KB?

    72K for the compressed 'core' Unity runtime, not the game. That probably doesn't give you much functionality, so if you would want 3d, lighting, etc, you'd need to include extra modules...
  13. Milton

    how to make bingo game using phaser

    It's not actually That would be keno. Bingo is only about buying cards. No user input required (only when you fork over the money).
  14. Had a quick look at the source (collideSpriteVsTilemapLayer), it (collideDown etc) doesn't look implemented? I guess you could just set the collide processCallback, and return false...
  15. Milton

    C# port of Phaser for desktop games

    What would it take to render to OpenGL though? I guess that would be quite a performance boost?
  16. Milton

    The syntax of the engine

    I think the main 'problem' is that Factory methods are capitalized. JS doesn't really lend itself well for that. You have to know that Zero is not a class... It would be simpler if you could 'new' everything that starts with a Capital, since you can be sure it's a class.
  17. Milton

    The syntax of the engine

    If you don't know if a function is static, you don't know if you can use 'new'. Since JS is not statically typed, maybe you could use typescript within some IDE, they usually immediately tell you the definition.
  18. Milton

    The syntax of the engine

    I remain confused... You are complaining that there is a Zero() function that returns a new Vector3? If you don't like it, don't use it.
  19. Milton

    The syntax of the engine

    Then why do you ask The static functions are just there for your convenience. You don't have to use them. You can create a sphere anyway you like...
  20. Milton

    The syntax of the engine

    You use 'new' to instantiate an object. A 'Zero()' or 'CreateSphere()' is not an object. They are static functions.
  21. Maybe have a look at Cocos Creator. That seems to be the closest thing to Unity, has javascript/typescript/lua bindings, and is optimized for 2D graphics. (even though I would just keep using Unity, as the wasm export will probably become the best option anyway)
  22. Milton

    Bullet (or similar) in P2?

    ccdSpeedThreshold?
  23. Why, thank you. I like to think of myself as a bit of a philosopher I've been on the employer side (not in game dev) several times, just relaying my experiences...
  24. What's holding you back from putting everything on github? C++ is more impressive than JS, and so is not using an engine. When you have that to show for, and then 1 Phaser game, I'm sure that would be enough to get some Phaser dev work.
  25. Milton

    Best Typescript/Phaser IDE?

    VSCode is awesome, but I find myself using VIM (with all typescript plugins) most of the time. I guess I don't like using the mouse...