John

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John last won the day on April 22 2014

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    http://flagrantdisregard.com
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  1. RT @HughSJ: spider catches the fly... #Brigador #gamedev #indiedev #stealthmechs https://t.co/y9PLcX4NRT

  2. Some tunneling problems were fixed with Phaser 2.2.2. If that doesn't help, try increasing the Phaser.Physics.Arcade.OVERLAP_BIAS. The default is 4. http://docs.phaser.io/Phaser.Physics.Arcade.html#OVERLAP_BIAS
  3. You can set your world bounds using game.world.setBounds(). Then for each sprite you want to kill (example with your fleche_haut sprite): fleche_haut.checkWorldBounds = true; fleche_haut.outOfBoundsKill = true; Or you can do something like: if (fleche_haut.y > game.world.y + game.world.height) fleche_haut.kill(); Or even just (if your world and stage are the same size and you don't move your camera around): if (fleche_haut.y > game.height) fleche_haut.kill();
  4. Tom's right. There was a bug open in Firefox for this for a long time... https://bugzilla.mozilla.org/show_bug.cgi?id=856900 They've closed it (incomplete) in October and asked people to open new bugs for specific demo code that runs slower in Firefox.
  5. Add game.physics.arcade.collide(this.board, this.board);
  6. You're not overlooking anything. Probably the best way is to setup an onKilled event on your parent sprite, then iterate each of the children in that.
  7. Checking for overlap is going to be at least as intensive as doing a distance calculation. Have you tried it? I bet you'll be surprised how fast it is. I just did a quick test and I can do 1000 distance calculations in 3 milliseconds.
  8. If you've got ideas, send them (twitter, g+ or email are the best ways to reach me--contact info on the site). I've got a long list to get through. I'm considering adding a github repo for contributions.
  9. Game Mechanic Explorer I've just launched a brand new collection of concrete examples for various game mechanics, algorithms, and effects. The examples include platformer movement, lighting, ballistics, gravity, and more. They are all implemented in JavaScript using the Phaser game engine, but the concepts and methods are general and can be adapted to any engine. Each section contains several different examples that progress in sequence from a very basic implementation to a more advanced implementation. Every example is interactive and responds to keyboard or mouse input (or touch). My goal was to provide a helpful resource for other game developers, particularly those who are just getting started. Each example focuses on one concept and includes the source code for the implementation. They are written for clarity so that it is easier to understand the underlying concepts and apply them to your own work in your own engine. The example source code is MIT licensed and the included assets are Creative Commons licensed. This is a work in progress. Contact me if you have questions, corrections, or suggestions. Please spread the word and thank you for visiting!
  10. The title refers to the mad-scientist based contraption in the game, not the game itself which is silly bordering on inane. :-) http://jotson.itch.io/shear-genius Hey. This is a non-violent high-score action game about shearing sheep. I created it mainly as an exercise to learn Phaser and to see if Phaser and I would get along (we do—Phaser is awesome). I haven't spent any time optimizing it for mobile at all yet but it runs well enough on the desktop. I'll optimize and add leaderboards and CocoonJs-ify it later. Anyway, I'm putting this away for now while I work on #cyberpunkjam and #7drl. The best score I've been able to get is about 120,000. Feedback is welcome. Thanks!