Manifest

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About Manifest

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  • Birthday 02/27/1991

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  1. Hey all, My studio CerebralFix in Christchurch, New Zealand has positions available for full time game developers. We primarily use Phaser as our HTML5 game engine, but any experience with C# or JavaScript game engines will come in handy. Please direct all inquiries to the job listing here.
  2. I'm also having the same issue.
  3. I'm surprised this topic has no replies so far - this looks great. Do you have an information on the performance of play_dart & play_pixi on mobile devices?
  4. So are you attaching a callback to the loader and trying to progress manually once the loader is complete? I don't know if you're operating within a Phaser.State but I believe that if you start loading something in the preload of a state, the next 'step' (create()) is called automatically when the loading is done -- you don't need to add a callback yourself.
  5. One option to consider is using Typescript instead of Javascript while you get to grips with Phaser, as IDEs like Visual Studio etc will provide you with Intellisense/autocomplete to help you find the things you want. Of course, then you might have to learn Typescript.
  6. Registered! Really looking forward to this guys, especially the code organization section.
  7. I've had similar issues - usually it's due to adding an object to the wrong parent or something like that. I suggest you put a conditional breakpoint on the phaser.js line in question in Chrome's debugging tools. That will tell you at least what is undefined, and you will be able to give us more information. To clarify, if the line it's breaking on has "children.length" then put a conditional breakpoint of with the condition "children == undefined".
  8. sprite1.events.onInputDown.add(() => doSomethingWithNumber(3), this);Does this work? (that's Typescript code) Or if you're in javascript I think it's sprite1.events.onInputDown.add((function() { doSomethingWithNumber(3);}), this);
  9. Instead of doing a timer that way, try: game.time.events.add(5000, this.bla, this);I have that code in one of my Typescript projects and it works for me - the syntax should be the same.You don't need to call start() on it that way either.
  10. First off, my understanding of callbackContext is basically "when I call this.something in the callback, this points to the callbackContext." Secondly, I don't think you're calling timer.start().
  11. It sounds like you want a group.
  12. Have you tried explicitly telling the webserver to host .json files? They don't host them by default. My web.config has this addition: <system.webServer> <staticContent> <mimeMap fileExtension=".json" mimeType="application/json"/> </staticContent> </system.webServer>
  13. I believe this is what Jackrugile is talking about. This approach worked for me (see my slight tweak in the next post). http://www.html5gamedevs.com/topic/4835-how-to-use-fontsquirrel-with-phaser/?p=30419
  14. This is due to the bad performance of most mobile web browsers. Your best bet is looking at ways to improve the browser that your game runs on. Packaging services like Ludei's CocoonJS (free) provide their own accelerated WebView which improves performance. Alternatively, you could try reducing the size of the texture being moved, but that is not the best solution.