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BdR last won the day on July 2 2016

BdR had the most liked content!


About BdR

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  1. It requires taking photos and a lot of image editing and programming, but maybe you mean something like this?
  2. small games

    Wow, really clever use of the CSS perspective property in Marble Labyrinth there very well made games allround
  3. 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.
  4. 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
  5. 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:
  6. 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).
  7. [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.
  8. 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.
  9. 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.
  10. You mean the game images at the top of the frontpage of the forum? Those game screenshots are collected automatically from posts in the Game Showcase subforum. The first image that is attached to an openingpost (the first post in a thread) of that forum will show up on the front page, with a link to that forumpost.
  11. What is the best way to record/screencast a video of your html5 game? I'm trying out some stuff so I can upload something to YouTube or Vimeo, here is what I've found useful so far. OBS Studio (Open Broadcaster Software) is a fully fledged suite for typical game-streaming stuff, there's a pretty advanced scene builder to arrange game + webcam + chatfeed etc. But it can also simply record a browser window to file as FLV/AVI/MP4. It works great with FireFox, although it seems a little resource intensive. ShotCut can do some simple video editing and the final rendering. It's pretty intuitive and it can do transitions, text/png overlays and even green-screen effects, but no fancy animated titles or sliding an image intro frame AFAIK. Btw I haven't tried Story Remix yet, which is Microsoft's replacement for Windows Movie Maker Has anyone else got any experience with recording their JavaScript game, for a promotional video or something like that?
  12. Thanks, the snake going on was intentional, I thought the "woohoo!" and then "smash!" sounds were kind of funny. I'm thinking of maybe doing a sequel where you have to go through an exit to complete each stage, that is probably a more logical way to end a level. Coincidentally I just uploaded a new version with some minor bugfixes, added an easter egg and added the Phaser logo to credits screen. Btw it ran fine on my pc but on the Kongregate website it runs too slow for some reason. Really weird, when you hold the mouse button down and move it around in the game area then it runs at the correct speed, but when mouse button not pressed or moving it runs really slow. Edit: Never mind it's fixed now, was probably some caching problem or something.
  13. A Sliding Thing

    Level 33 = up, left, down, right, down, left up right, left, up, left, down, right, up, down, left, down, left, up, right, down, up (no spoiler tags on this forum) I'm stuck on level 34 and level 37, they are pretty hard. Also I prefer if the level select screen just shows there are 40 levels in total, instead of adding more and more as you go along.
  14. I tried the tactic in my new game Impossible Snake, it had "Give a rating to unlock skins" button on the main menu. But the app got suspended fairly quickly, like within hours. Maybe this was because the button is right there visible on the very first screen, but anyway it seems like Google is monitoring this more closely now. I reuploaded using a different package name, the ratings button is removed but the extra snakecolors are still in there, now they are unlocked when you finish the game.
  15. Just found this app, has anyone else seen this one? It's a single app that gives access to loads of html5 games. Bored Button app by Gabble Studios is basically a webgame portal, except in the form of an app. There's a red button in the bottom right corner, the player can press this button and the app start a random game. Play the game for a while (or a couple of seconds?) and press the red button to move onto the next random game. Bored Button - Android app / iPhone app I've tried it and clicked through some of the games and found the following games in there: Aqua Thief Glitch Buster Sticky Goo Rope Ninja Pebble Boy 4 Colors Halloween Shooter Panda Love + many unnamed unblock, match3 and sokoban clones Each game has a "Bored Button Games" loading screen, so I assume Gabble Studio made deals with each of the original game developers. But still, to be honest as a developer it's a little discouraging seeing dozens of html5 games bunched together like that. I mean, does the player even care for these games? Do the developers (other than Gabble Studios) make any money off of this? Doesn't this devaluated the market? Or is it rather a reflection of the current state of the market? Any thoughts on this?