Boxtufty

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About Boxtufty

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  1. I, uhhh, don't have a phone... I've tested in a few emulators but it's hard to gauge what it would really be like I agree it could be more polished, I've actually drafted it several times and notice new faults as I get better. I just saw a cool pixel art tutorial on 'dithering' and really wish I'd implemented that technique. Oh, well. Next time . Thanks for checking it out dude!
  2. Oh boy. I made a little mobile game. http://www.juicyburst.com I don't even know if it works. Thanks to everyone who answered my dumb questions, and thanks to rich who made this accessible to me. Don't forget to unmute to hear the sikkkkk original sound track
  3. Buttons flickering and disappearing also. Using latest cocoonjs and latest phaser on Android.
  4. Hey, I've seen screenshots of graphs which plot the memory usage of games during runtime. What software are people using to make these? Thanks
  5. Damn I love the audio/look/feel of this game. No win scenario got me kinda salty (two small islands consecutively, maybe I just suck) but that made me play it more.
  6. Relevant snippet: this.tileCurrent = this.game.add.tileSprite(this.game.world.width/2, this.game.world.height/2, 320, 640, 'grasstile');this.tileCurrent.anchor.setTo(0.5,0.5);When using Canvas, the anchor point is in the top left corner of my tileSprite. When using webGL, the anchor is in the centre of my tileSprite. This is the desired outcome, how can I achieve this in both Canvas and webGL?
  7. Hey, I have never seen up-down-left-right touch input on a phone game. Every game seems to automate either navigation, shooting or jumping, and leave the user with only one or two gestures for input. I haven't played many phone games so I was hoping someone could share some examples where up-down-left-right is successfully implemented, or at least shed some light on why developers don't even use an on-screen dpad/ analog stick. Thank you for your time.
  8. // on creation entity.colliding = false; // in collision handler if(!entity.colliding){ dostuff; colliding = true; }
  9. Simple check solved it, sorry for excellent thread. Remove if you like. Scenario: I have two entities, when they overlap a handler function executes it's statements. Problem: This collision handler keeps getting called every tick for the duration that the entities are overlapping. I only want it to call once, and then chill out. Mindless rambling: I think this is a matter of logic, like a simple boolean check should solve it. edit: Yep.
  10. Boxtufty

    shake effect

    Perfect, I really appreciate you taking the time to explain that, thanks!
  11. Boxtufty

    shake effect

    Sorry if it's inappropriate to bump this thread. Can someone give me a little example of how this could be applied? This is what I tried: (yeah, yeah laugh at the idiot ;_; ) Function shakerino() {for(var i=0;i<6;i++){ var rand1 = game.rnd.integerInRange(-20,20); var rand2 = game.rnd.integerInRange(-20,20); var rand3 = game.rnd.integerInRange(-20,20); var rand4 = game.rnd.integerInRange(-20,20); game.world.setBounds(rand1, rand2, game.width + rand3, game.height + rand4); } game.world.setBounds(0, 0, game.width,game.height); // normalize after shake?} // Nothing at all seems to happen when I call this funct