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  1. Nice idea, but IMHO ball is too fast and there is no friction. It's impossible to run to ball once it was hit. I would experiment with reducing ball speed over time. So after touch it will be like kick and it will slow down to full stop after some distance.
  2. Destroy does not remove prototype

    Is there any reason that you want to destroy fish object? Normally to reduce cost of spawning new object you create group of fish objects, set them all to dead state. When you need to spawn new fish just call: https://photonstorm.github.io/phaser-ce/Phaser.Group.html#getFirstDead set x,y coordinates, etc and make fish alive again. With this way you will only need as many fish objects as maximum you want on screen at once. Creating new sprite cost resources, try to avoid it if possible.
  3. Create start menu in Phaser.

    Hi, Just create separate state for it and put there start button. In on click function change state to your "normal" game state. Like this: http://phaser.io/examples/v2/buttons/action-on-click but change state on click. There are no special methods for creating start menus.
  4. Phaser Multiplayer problem

    Hi, This helped me to grasp fast multiplayer games: http://www.gabrielgambetta.com/fast_paced_multiplayer.html Nice read IMHO.
  5. New subforum

    Hi, TL;DR: I'm proposing new sub-forum, "Servers and back-end programming". I create small games (more proof of concept than games at the moment) at the evenings and often check this forum for inspiration and ideas. Before releasing any game I've decided to create universal back-end service for them. Some will say "why?" and "don't do this, it's hard", but I think I can manage (more on that later). It's already in nice shape. From time to time I see posts with questions about game back-ends and hosting. IMHO we should separate those into new sub-forum, so people will know where to ask them. It will be also simpler for guys like me to find them and help each other. Why I think that I'll manage to create nice and robust back-end and also help with same on forum? I'm sysadmin with 12 years of experience. Now I'm senior SRE at big financial institution with lots of clients and trades. Before this I worked as lead sysadmin/devops for mobile game company. I've maintained and helped develop back-ends serving quite big traffic (over 200M/req day). Now I try to use all that knowledge to create my own back-end but would be great to help also others. In current state I (and possibly other like me) often miss posts with such questions as I usually check forum every 2-3 days. I think that separate sub-forum would help. It should cover all topics related to: hosting, backend services, backend development. What do you think?
  6. Google play services integration with phaser

    And nothing shows up in browser console? No errors, etc? In my browser I have problem with parsing js/index.js: "Refused to execute script from <url> because its MIME type ('text/html') is not executable, and strict MIME type checking is enabled." PS. To clarify for others play services are avail. for all devices. Only not all features are supported on every platform. You can read more at: https://developers.google.com/games/services/
  7. Hello, Maybe just join https://ancientbeast.com/ project. They are building HoMM3 like html5 game. Source code is at https://github.com/FreezingMoon/AncientBeast Working with them would allow you to gain more experience in subject and maybe at some point create your own version.
  8. If your game is static only (pure html + js + assets without any server side code) then you can use amazon S3 static hosting feature. It offers https access and you can put url to S3 on facebook app settings. Then you wouldn't need any server and you will pay only for used traffic.
  9. Create stretchable sprites with fixed parts

    Hello, I would use BitmapData for such things: http://docs.phaser.io/Phaser.BitmapData.html You will need to create function that draws your button and call it every time you need to change width.
  10. Group accelerateToObject?

    Hi, You can try with: monsters.forEachAlive(function(monster) {game.physics.arcade.accelerateToObject(monster, this.player, ARBITRARY_ACCELERATION_AMOUNT);}, this);in update function. I don't know if it's possible to accelerate whole group but: http://docs.phaser.io/Phaser.Group.html#callAll from docs looks promising, but in the end it would probably iterate all members anyway.
  11. Get random dead sprite from a group

    I thought about it when creating enemy pool in my current game. And with this approach you are creating more sprites in pool. Currently, to have control about amount of each sprite I'm using non standard random distribution. So when I decide that at any given moment I want max 15 enemies on screen I will need only 15 sprites in group even when I have 100 types of enemies. I'm not saying that your reply is wrong because it's not, but I treat this forum as a place to learn and discuss best approach to solve problem.
  12. Get random dead sprite from a group

    Hi, For this type of problems I just use atlas to store all sprites and use sprite frameName property to set random image on revive.