BdR

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BdR last won the day on July 2 2016

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About BdR

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    http://www.bdrgames.nl

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    The Netherlands

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  1. The games look great Is there a big market for HTML5 in educational games? I've heard from someone that Scorm (sharable content object reference model) is used by e-learning publishers in the Netherlands. I hadn't heard of that before, have you ever worked with that?
  2. That's a very good Nibbler game, but in puzzle mode there is no button to go to the next level once you've completed it. Also, the first level is a bit too difficult. It's better to start with a ridiculously easy level, just so the player knows what the goal of the game is.
  3. Thanks for the kind remarks everyone The keys and locks are not in the demo but only in the full game. Btw the finger-pointing-hand, that gestures how you should move the snakes in the first levels, was a pretty good addition I think. It was added only at the end of developing as a visual tutorial. Before that there was only the speech bubble which explains everything, but I have a strong suspicion that almost no-one reads that.
  4. Question about using emitters in Phaser and what is the best practice for perfomance and memory use. Let's say a typical game where the player collects coins and occasionally there is a bomb. Whenever the player collects a coin there appear a few (like 3 or 4) particles, when a bomb explodes there are different type particles and when the player dies a few star particles appear. A typical game probably has more, but just as an example here it's three different particle effects. What would be the best way to handle this in Phaser? 1. create three emitters at start of game, reuse same three throughout game 2. create one emitters for coin particles and reuse throughout game, and create new bomb/stars emitters as needed 3. create new emitters for each instance that particles are needed About that 3rd option, I figure that will take a toll on memory usage because emitters don't auto-destroy once they are finished. So would you need to destroy them manually, and if so how? Or is creating many emitters just not a good idea at all? I'd love to hear any ideas or best practices on this.
  5. Pretty cool game, the graphics are decent and the dragging control scheme is actually pretty clever. However, it feels a little repetitive because it is just about navigating the rope. It could use some obstacles, like enemies that move around some places that you have to avoid. Or part of the rope could wave up and down slowly. Maybe the rope behind you is on fire, and you have to stay ahead of the fire. Or just a ghost race like in racing games.
  6. Okay, thanks for the tips and advice I do want the blobs to interact and check collisions/overlaps with other game objects etc. so I'll try some more stuff. They don't need any animations and I might use a SpriteBatch for better performance maybe. btw I've created a "pen" of the example code, here it is. Click on "Edit on CodePen" to view it.
  7. Wait, how can you distribute HTML5/JavaScript games on Steam? Which development tool are you using?
  8. I'm working on a JavaScript game using Phaser, where the player picks up blobs and the blobs then follow the player. So there will be a string of sprites snaking behind the player. It should be similar to the "options" in Nemesis/Gradius that follow your space ship. Except there's more of them, so like a couple of dozens, so the effect is more like the line of balls in the game Zuma. My question is, what is the best way to get this effect? At the moment my method is like this: * Keep a large array of x/y positions * For each frame, put the player x/y position in the array * For each blob, keep an array index and copy the x/y position from that array index. It works, but I suspect there will problems with performence on mobile, as even on laptop it sometimes lags. Also when the line of blobs gets longer, the array needs to be resized. Although that could be solved by just making the array maximum size. Any best-practices ideas for this? Here's the code I've got so far: function create() { // create the guy _grpblobs = game.add.group(); _thedude = game.add.sprite(0, 0, 'phaserdude'); _idxoff = 0; // add blobs for (var i=0; i<40; i++) { var blob = game.add.sprite(0, 0, 'orbs', (i%6)); _grpblobs.add(blob); }; // array to keep track of positions for (var i=0; i<1000; i++) { _blobpos[i] = 0; }; // resize window.addEventListener("mousemove", onGameMouseMove); } function onGameMouseMove(evt) { _thedude.x = evt.x; _thedude.y = evt.y; } function update() { // the main guy current position _blobpos[_idxoff] = _thedude.x; _blobpos[_idxoff+1] = _thedude.y; // -2 because it's 2 values; x value and y value _idxoff = _idxoff - 2; if (_idxoff < 0) _idxoff = _idxoff + 1000; // update blob positions for (var i=0; i < _grpblobs.length; i++) { var idx = _idxoff + ( (i+1) * 20); idx = idx % 1000; _grpblobs.children[i].x = _blobpos[idx]; _grpblobs.children[i].y = _blobpos[idx+1]; } }
  9. Nice game, I like the simple and stylised graphics. One thing though, the bonus-items-game was a little unclear to me at first. It would be better to label the buttons "Play Bonus" (or "Chance") and "Skip". Maybe make the screen look like a slot machine with spinners, so it's made visually clear that it's a chance game. Also, it goes to this bonus-screen after every single game-over. Would be nicer to have "Restart" and "Bonus" buttons at the game over screen.
  10. I don't have an Android 4.4 phone so I can't try it, but it looks pretty cool. Although I don't quite understand, it looks like a 2D game but BabylonJS is a library that supports 3D graphics isn't that right?
  11. I recently got one of those VR headsets where you put in your phone for the display. It's like cardboard only slightly better, with a more sturdy plastic phone holder and a head strap. It's pretty cheap but works surprisingly well with the default YouTube app and some 360 videos. It is possible to create vr apps and demos using HTML5/JavaScript, for example: Google VR has a JavaScript library that can display 360 images, Glam.js demos. So I was wondering if it's possible to create HTML5 vr games? Would be pretty cool for escape the room games, where you can look around in 360 degrees. Although technically I guess it's possible, I don't think there's a real market for such games. Seeing as HTML is mostly used for small webportal games, people with Oculus/HTCVive probably won't bother with HTML5, and people with a cardboard headset don't have powerful enough phones. Any thoughts?
  12. ok, my team won a couple of rounds using this bug. Maybe the game also needs some sort way to rebuild your walls? I mean in the trainstation and factory levels, once the walls are gone your team is just sitting ducks.
  13. I think there's a bug in the trainstation level. When the train arrives in the middle, you can still shoot down the opposing teams' barricades, the walls they hide behind. I mean if you aim at an opponents wall before the train appears (so you know where to shoot) and then keep shooting until the train moves away again, then that wallpart is gone.
  14. New maps ideas? Bank heist (like in Payday 2) Shopping mall TV studio Casino Art museum Luxury car dealership etc Also, how about destructable background objects? Like lamps, vending machines, mail boxes etc.
  15. The missiles don't seem to do any damage to the walls, is that correct?