• Content count

  • Joined

  • Last visited

  • Days Won


BdR last won the day on July 2 2016

BdR had the most liked content!

1 Follower

About BdR

  • Rank
    Advanced Member

Contact Methods

  • Website URL

Profile Information

  • Gender
  • Location
    The Netherlands

Recent Profile Visitors

1,226 profile views
  1. You're right that you have to select the characters you put into your bitmap font carefully. Usually the complete alphabet + numbers is enough to work with, but if you want to also support Korean language, you would have to make a bitmap font that includes any (or all) characters you want to use. I read that the Korean Hangul alphabet has 24 characters, but they are combined to form 140(or so?) characters, sometimes next to each other sometimes above/below each other. So you would have to included all the 140 characters in the bitmap font, I don't think there any way around that. Btw you don't have to put it all in one single bitmap font (latin + korean), you could use separate bitmap fonts and load them both, and then in your program use a variable which holds the bitmap fontname, depending on which language is selected. The multilanguage in Snake Slider 'only' supports European langauges, so always latin characters. That's why the bitmap font PNG is not very big so I could just use one single bitmap font (per font type). The bitmap font contains any characters used in any of the translations. So it's the alphabet plus certain "special" characters, like ä ç é etc. I use an Excel sheet to hold all the texts, and a VBA macro to export to a JSON file (see example here). I've also added a VBA macro that exports a text file that contains all the unique letter character that are used in all the translations texts. I copy & paste that string as input for the font creation tool. I used ShoeBox as the font creation tool for Snake Slider. It's a bit tricky to use, not very intuitive I think, but the advantage was that it's freeware, plus you can create the letters in Paint Shop or Photoshop so that gives you some more graphical options. But for example is also a very good free tool and much easier to use.
  2. Cross post I've just updated the lcdgame.js library, see github page: Mario Bros and Highway are playable only on pc and laptop, tablet/mobile support not yet available unfortunately.
  3. I've updated the lcdgame.js a bit, now with a different workflow to create the spritesheet with LCD segments using GIMP and a python script. See high resolution GIMP edited photos here. Mario Bros Game & Watch is now also playable only on pc and laptop, tablet/mobile support is not yet available unfortunately.
  4. It's a very cool game. I like the minimal design, it looks very clean and focused. However I do have some constructive criticism; for level 4 it seems illogical that the rotate MUST be used imho. Ideally, the puzzles should be so that you can't solve it any other way then to use all the icons. My first instinct was to use the pieces without rotating and put: - blue middle left - yellow bottom right - red top right But then you're stuck and there is no indicator of what is you did wrong, I mean no visual feedback pointing to the unused rotate-icons. Level 12 has a similar problem, where you can simply drag blue onto the circles, and then the player is stuck with a seeminlgy solved puzzle. And on level 9, when you put an incorrect color block on the fixed blue circle, I think it's better to animate the blue circle shaking or something, maybe with a little buzzer sound. On level 11, the join-together-icon works a little unintuitive. It's more logical to be able to join 2 blocks together with 1 icon. The way it's now you can drag one icon on one block and then drag it again on the other (I assumed to join them) but that doesn't do anything. On level 18, it is a bit of a cop-out that you don't have to fill all white circles to clear the round. This seems to be the only round that has this.
  5. Oops, you're right, I've added the link to the playable demo just now.
  6. I've finished porting my Snake Slider puzzle game using Phaser. >> Snake Slider playable demo << It's a unique sliding puzzle game. The goal is to move the green snake to the exit. You can slide any snake by dragging them by their head or tail. Use as few moves as possible to earn all three coins. There also are apples and mushrooms that will make the snakes longer or shorter, blocks to push around and locks to unlock. The game also features hand-drawn graphics and multi-language support. It's based on an older iPhone/Android game, this is the JavaScript version which is completely re-written. It's powered by Phaser and it's slightly improved compared to the older version; it has an animated tutorial hand, a visible cursor, sound effect when moving, and overall more animations (menus, buttons etc). Let me know what you think. Can you can solve all levels?
  7. It's a pretty good card game, I like the piling and dealing animations at the start. The game is completely silent, are there no sound effects? Also, I've never played Rummy, so I thought it could use a tutorial to get me going. I know there's a (i) with a help window, but still a tutorial just during the very first game to guide new players. I mean like a rectangle lighting up around the "active" areas or maybe flashing the word "Dealer", "Waste" or "Melds" different color. So when you have to take a card then "Dealer" and "Waste" flashes with an arrow downwards. After that "Waste" and "Melds" flashes with an arrow upwards. Something like that.
  8. That's a very cool game Except the game crashes a lot, I played it on a laptop, Windows 10, Chrome. It plays just fine at first, but after a while the movement lags/stutters and then the screen just goes black and the page seems to reset. This reset takes like 5-10 seconds but after that I'm still in the same game, granted that I was not shot during the reset. It seems to happen mostly when getting close to other players, so when interaction and shooting is going on, though I'm not 100% sure that is the cause. Also, it can use some sort of death/hit animation instead of just disappearing.
  9. *kicks thread* ok so nobody then? I guess there is no real incentive to make games on the Smart TV platform, because people don't really buy it for the games. Btw this one called "Monkey War" in the video below looks like it might be created using Phaser, it uses the typical sprites from opengameart.
  10. It's a pretty good game, except for the questions, but couldn't the questions be multi-language so also in English? And it could use layered rails like in real pinball machines, so I mean like a ramp on top of the normal playfield.
  11. Thanks, loadTexture that was what I was looking for // some time later myimg.loadTexture('face_b');
  12. You're right, it's perfectly okay to leave it because it can be considered part of the gameplay. Actually, every version of Puzzle Bobble (1 through 4) does it the same way as in your game, so potentially leaving you with an unwanted bubble. It is easily solvable; when moving the next-in-line bubble into the cannon so it's ready to shoot, just before doing this, quickly check which colors are still in the gamearea. If the next-in-line bubble/candy isn't one of those colors quickly change it randomly to one of those colors still in play.
  13. Excellent game, slick graphics and presentation. Although I would change a few of the candy colors and shaped to make them more distinct. I mean look at the third screenshot in openingpost for example, there's a lot of purple/red and round sprites. And also, when you shoot and remove the last green candy for example, but there is already one more green candy queued up, then you are forced to bring a non-existent color back in to play which is a little frustrating.
  14. The graphcs and sound effects are nice, but the gameplay doesn't seem to have any strategy to it. I mean there's no combos, no twists, no deeper rules, you just tap and that's it. Not very rewarding.
  15. Thanks for the reply, but since each state has its own preload function, I figured that I can just do something like this in my IntroState: IntroState.prototype = { preload: function() { // check if intro graphics are not yet loaded if (!this.cache.checkImageKey('face_a')) { // load all intro images this.load.image('background', 'assets/background.png'); this.load.image('face_a', 'assets/face_a.png'); this.load.image('face_b', 'assets/face_b.png'); // etc. }; }, create: function() { // display sprites var back = this.add.sprite(0, 0, 'background'); var spr = this.add.sprite(100, 100, 'face_a'); // etc. } //..