codevinsky

Members
  • Content count

    211
  • Joined

  • Last visited

  • Days Won

    5

codevinsky last won the day on May 3 2014

codevinsky had the most liked content!

About codevinsky

  • Rank
    Advanced Member
  • Birthday 02/22/1982

Contact Methods

  • Website URL
    http://codevinsky.com
  • Twitter
    codevinsky
  • Skype
    codevinsky

Profile Information

  • Gender
    Male
  • Location
    Dallas, TX

Recent Profile Visitors

726 profile views
  1. So, one -huge- problem I've encountered thus far: I've got an angular application wrapping my game layer. As such, phaser-inspector -dies- immediately and doesn't start up.
  2. I'm ridiculously excited about this.
  3. Make the change to group/layer.. release it alongside 2.5 It's ok to have API breaking changes at milestones like that. Lord knows Angular did it.
  4. 1) Do you ever create PIXI.DisplayObjects directly in your games? Not as such, no. However, I do -often- use the inherited abilities of DO's and DOC's to add child sprites to sprites. 2) Do you use PIXI globals anywhere in your code? 3) Do you always use AUTO render type, or do you target a specific type? Most of the work -I- do is web work using Phaser as an animation layer. As such, I -always- use AUTO as we have to support a lot of different browsers and platforms. However, I'm not opposed to having to include modules. That being said: I am ALL about being able to use webpack and correct es6 module and class structure for my projects. Right now, it's a mish-mash of what can and can't be done. So, whatever it takes to be able to have Phaser be correctly modularized... I'm for it.
  5. Is this a physical 'zine' or e-pub only?
  6. "Pool" seems like it would automatically implement recycling, as that's generally where I've heard the term. If it doesn't then maybe something else. How about these suggestions: * Assembly * Bag * Cartel * Lot * Store * Batch * Cluster * Crowd * Stack * Heap * Pile * Kit I, personally, like "Stack", as it has a double meaning referencing an actual layered memory stack (which is, by definition, not a display element) as well as describing the exact function (stacking) that you're trying to implement.
  7. The phaser documentation site is down right now. While that's being worked on, you still have access to the documentation. It's in the github repo under "docs", or if you've grabbed it via bower, you'll have it locally as well, though it's the classic style (which i prefer) and not the new style. JUST FYI
  8. Basically, all revenue that comes from my Phaser related tutorials and ad sales go -right- back into the community now.
  9. Very nice!
  10. I've canceled a number of other non-essential subscription services so that I can become a patron. I'm -extremely- excited to see this happening, as the community surrounding this framework is -ridiculously- active, and we can -always- use more support.
  11. I'm going to end up going with this solution: https://stackedit.io/viewer#!provider=gist&gistId=0ec84c8264e96f210f3a&filename=animation-architecture.md
  12. I've got a project I'm working on right now that has a complicated series of transitions between game "states" as well as some complicated real-time Inverse Kinematic animations. I've got a number of people working on the project, most notably myself as the architect and an animator who's very familiar with phaser's tweening engine. However, I need to be able to separate app logic from animation code and sandbox him so that his code doesn't touch the app logic code. What's a good design pattern to follow that will give him full access to event based tweening while still keeping him from having to touch logic code?
  13. If there are fixes that need to be made, the code now lives in the Phaser Plugins repo: https://github.com/photonstorm/phaser-plugins
  14. Also: Your link points to http://phaser.io, and thus, doesn't go anywhere
  15. Excellent job, Rich. 2.3.0 is a pretty huge release. I'm excited to jump into it.