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BdR last won the day on July 2 2016

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About BdR

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  1. 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.
  2. Wait, how can you distribute HTML5/JavaScript games on Steam? Which development tool are you using?
  3. 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 =; _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]; } }
  4. 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.
  5. 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?
  6. 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?
  7. 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.
  8. 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.
  9. 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.
  10. The missiles don't seem to do any damage to the walls, is that correct?
  11. Just finished converting another game Sea Ranger
  12. Wow, excellent game! reminds me a bit of Cabal/Blood Bros. Two things though, the missile is not explained in the tutorial. And also the aiming mechanism could use some tweaking. I mean for example when you right click with the crosshair on the right-side of the screen, it zooms in it but immediately moves to the right. Would be easier if you could just click to shoot, instead of first right-click then left-click. Can't it just always aim/zoom as long as you are standing up?
  13. 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.
  14. 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. edit: Sea Ranger is now also playable
  15. 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.