BdR

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BdR last won the day on July 2 2016

BdR had the most liked content!

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About BdR

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  • Website URL
    http://www.bdrgames.nl

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    Male
  • Location
    The Netherlands

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  1. [Phaser] Cubxer

    The graphics look cool, but people who are colorblind probably can't play this game. I'm not colorblind myself, but I've noticed that many games simply do not take this into account. It's actually pretty easy, just give each different color tile also a different symbol (or number or letter). Or have them filled in with different patterns, like stripes, dots, waves etc. Color blindness affects about 1 out of 20 men (5%), so this is a significant part of potentional players of your game, so I think it's worth it. See also: Color-blind gamers: common. Developer awareness? Minimal
  2. KBDefense

    Very awesome game for kids to learn typing I think I like the sounds and graphics, all round it is presented nicely. How did you manage that cool looking hexagon/pixel effect at the start? Also, will you be adding any other languages, like for example Dutch words?
  3. The game was just published on Coolmath Games http://www.coolmath-games.com/0-impossible-snake
  4. Cool boulderdash game, I like the silly voices when you win yeapepepepaah Was the old version for msdos or Windows? Not much info online, was it this game?
  5. MonkeyHappy.com

    Wait wut!? This entire series was created by one guy? Did you also do the graphics yourself? I've played a couple of them and they're pretty good as coffee break games. Cool artwork and well designed games.
  6. [Panda 2] Diamond Dasher

    Great looking game, the voice announcer and overall presentation is very professional. Though it drops you straight into the game no tutorial/instructions or options or anything. Also I think there's a minor game-play bug, sort of. When you select two gems that are too far apart it will deselect the first gem, which is correct. However, when the gem stops spinning it sometimes is in a sideways position, I mean you see it from the side and you can't see which shape it is (triangle, round etc.). I think the gems should always be front-facing, especially for colorblind players.
  7. It requires taking photos and a lot of image editing and programming, but maybe you mean something like this?
  8. small games

    Wow, really clever use of the CSS perspective property in Marble Labyrinth there very well made games allround
  9. Btw I just noticed that MAME (Multiple Arcade Machine Emulator) have been adding lots of Game & Watch and Tiger LCD games. Although they don't look as good as the simulators, because you don't see the background image and buttons etc.
  10. I've been playing around some more and stumbled on a solution. The trick is to use 2 global variables. One to check if there is an overlap, and one to see if the switch action was already done. Then it can all be handled in the update() function. function update() { // assume no overlap frameoverlap = 0; // do arcade.overlap game.physics.arcade.overlap(mushroom, theswitch, handleCollide, null, this); // check flags after arcade.overlap if (frameoverlap == 1) { if (doswitch == 0) { doswitch = 1; // remember the switch was done doSwitch(); } } else { if (doswitch == 1) { doswitch = 0; // stepping off the switch tile } } } See updated code here https://phaser.io/sandbox/edit/VTenTwgh
  11. I'm working on an action game where the player can touch certain switch tiles to turn other enemies off and back on. So the way it is supposed to work is like this: 1. The player overlaps a switch tile 2. Execute the switch action only once 3. Ignore further overlapping with that tile until player moves off 4. When player moves off the switch should wait for the next overlap 5. Repeat from step 1 when player overlaps again I'm using arcade physics and the overlap function and it's working.. sort of. The problem is, the overlap keeps firing over and over again. What would be the best way in Phaser to get the desired result? See screenshot below of what I mean, and I've created a sandox of my code example here: https://phaser.io/sandbox/edit/zEVOQfgA
  12. Kickin' It : with freestyle masters

    Cool game, the graphics and animation looks pretty slick. On thing though, the tutorial hints show the "A" and "D" keys, however for me only the cursor keys actually work, A and D do nothing (Windows 7 Firefox).
  13. [Phaser] Sky Kid Mini

    Wow, you've got an actual official deal with Bandai Namco? Congratulations that is awesome. Pretty cool game I like the pixel art, the controls reminds me of "Retry" by Rovio. Although I don't think the vertical layout is very optimal for this type of game. Btw why does the "enter initials" keep popping up? It doesn't remember my previous initials, and when I click "ENTER" it doesn't seem to do anything.
  14. Do you mean your game scales correctly, but it doesn't fill the entire screen? I mean like in the image in the attachement. If so, I think you need to set the ScaleManager to USER_SCALE and then implement the "game.scale.onSizeChange" and "game.scale.setResizeCallback". Btw also see this topic. Here is an example of resizeCallback I've used in my game to adjust for either the width or the height, based on the display window size (i.e. the browser window size or the cocoon windowsize). resizeCallback: function(manager) { console.log('resize_Update - common function'); // only adjust when really needed if (this.resize_old_width != window.innerWidth || this.resize_old_height != window.innerHeight) { console.log('resize_Update - ACTUAL RESIZE!!'); // save values for next time this.resize_old_width = window.innerWidth; this.resize_old_height = window.innerHeight; // do the actual resizing var t = window.innerHeight / window.innerWidth; if (GAME_WIDTH * t > GAME_HEIGHT) { this.scale.setGameSize(GAME_WIDTH, Math.floor(GAME_WIDTH * t)) // too tall, adjust height resolution } else { this.scale.setGameSize(Math.floor(GAME_HEIGHT / t), GAME_HEIGHT); // too wide, adjust width resolution }; }; } You also need to implement a resize event for each State/scene, to adjust and arrange the sprites, buttons etc. correctly for the new canvas size.
  15. Schubi gravity action and skill game

    Interesting game concept, but the levels start out way too hard. It's not good game design to make the first levels this difficult. I think in the very first level, the trucks should be at the bottom so the player can simply drop cargo straight down. This is just so players understand the goal of the game and get used to the controls. Also, the cargo should instantly reload IMHO, sometimes you are just waiting for the green ball to re-appear.