Wavertron

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About Wavertron

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    wavertron

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  1. colormono, this might be a little late but I'll post here in case anyone else comes a googling. One way to use two pipelines is by setting one on the camera, and the other on each sprite/image that needs it. customPipeline1 = game.renderer.addPipeline('Custom1', new CustomPipeline1(game)); customPipeline2 = game.renderer.addPipeline('Custom2', new CustomPipeline2(game)); var mySprite = this.add.sprite(10, 10, 'blah'); mySprite.setPipeline('Custom1'); this.cameras.main.setRenderToTexture('Custom2'); This works for me (though I'm getting some strange flipping of the Y axis behaviour in the sprite shader, I've not delved into it further). It does feels a little hacky but this will get two shaders going in a pinch. Note I have no idea if setting a pipeline for hundreds of individual sprites = bad performance, so use this power wisely EDIT: Ah one other way, is to use multiple cameras, placed in the same position. Apply one pipeline to each camera as needed. Then use the camera.ignore option to layer out your sprites/images across the various cameras. (see here for camera.ignore http://labs.phaser.io/edit.html?src=src\camera\ignore.js). From my testing, one limitation here though is you only get one pipeline effect per image/sprite. If a sprite is seen by two cameras, both with different custom pipelines, you only see pipeline effect of the camera in front. I assume its because the original image (texture) is always passed to each camera pipeline (rather than the output from the "behind" camera pipeline being input to the "front" camera pipeline).
  2. Interesting, what made you pick Colyseus? Did you look at any other nodejs multiplayer server frameworks? I've not done any real multiplayer stuff, its something I've been thinking of trying.
  3. I've been playing around with the Custom Pipleline/Shader code, similar to http://labs.phaser.io/view.html?src=src\renderer\Custom Pipeline.js I wanted to start using some Arrays, but alas, it doesn't allow it right now, throwing console errors below: ERROR: 0:14: '[]' : array constructor supported in GLSL ES 3.00 and above only ERROR: 0:14: '[]' : first-class arrays (array initializer) supported in GLSL ES 3.00 and above only ERROR: 0:14: '=' : Invalid operation for arrays Are there any plans to add Array support in the Shader code, both manipulating them in the shader code and passing them in as uniforms?
  4. I sense much anger in this one. Train you not we will, mmm, yes.
  5. Wavertron

    Phaser 3 book

    https://labs.phaser.io/ is probably the best place to start at the moment, just find examples close to what you want to do. Then delve into the API at https://photonstorm.github.io/phaser3-docs/ for details on Classes, Game Objects etc.
  6. Phaser 3 is only going to handle your front end client code. You'll need to roll your own backend, find a library or whatever. Here is a handy quick tutorial on how to use Phaser and NodeJS over WebSockets to get your basic multiplayer client server functionality up and running: https://gamedevacademy.org/create-a-basic-multiplayer-game-in-phaser-3-with-socket-io-part-1/
  7. Loaded ok for me, the plow games office
  8. Great job, fun use of the theme. I'm curious as to how you coded the popcorn expansion.
  9. Just tried it on my local, no luck. Same as before, Firefox in CANVAS mode still not working, Chrome is fine.
  10. Hey dudes Made a game for Ludum Dare 42. But during the mad 48 hour crunch, something went wrong with the Preloader in Canvas mode. On Firefox, I get the error "IndexSizeError: Index or size is negative or greater than the allowed amount" and the game crashes on the Preloader loading screen Without changing the code, it works fine Chrome everytime. I've found two workarounds: 1) In the Preloader class, if I comment out line 33 (below), the game loads fine in Firefox. this.load.on('progress', this.onProgress, this ); 2) If I load the game in WebGL mode, it works fine too. But I need to use Canvas mode as that was the only way I could get screeshots to work in my game (its a little photography game). In canvas mode, Firefox breaks. So the bug seems to related to the Preloader (image cropping?) and Canvas mode in Firefox. Searching the forums, Phaser 2 has had similar issues related to cropping images during the preloader. My game code can be found here: http://www.wavertron.com/ld42/
  11. Nice template dude. Thanks. I'm planning to have a crack at LDJam tomorrow, and its been ages since I did anything GameDev related. This will help me get something going quicker.
  12. Cheers. Yeah I quite like adding in those little purely cosmetic elements. No real gameplay impact, just for the laughs
  13. Pretty cool. Felt a little laggy, but still solid enough to play. Theme is great. The graphics have consistency and charm
  14. Howdy All Check out my latest game. Its in a kind of permanent beta at the moment. Works on Desktop or Mobiles, touch controls etc, all thanks to the awesomeness that is the Phaser framework. Wizard in a Bubble