gikdew

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gikdew last won the day on April 12 2014

gikdew had the most liked content!

About gikdew

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    Advanced Member
  • Birthday 05/21/1994

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    http://gikdew.com/
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    Male
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    Valencia, Spain
  1. Hi, I have just released my new android game, JUMPING DOT. I've also included leaderboards and google play achievements which make the game more enjoyable. I hope you like it and leave some comments with a little review of the game so I can improve the next game. I love feedback!!! https://play.google.com/store/apps/details?id=com.gikdew.jumpingdot
  2. gikdew

    #LOWREZJAM - Offical Thread

    Following this little guide image uploaded by the creator of Jam, you have to stick to the 32x32 grid (or less), but the game can be scaled up!
  3. gikdew

    lowrezjam - scale pixel art up with no blur

    Problem solved! Check the #LOWREZJAM - Official thread
  4. The #lowrezjam is a jam where you have to make a game with a maximum of 32x32 pixels but you can scale the game up. How can I scale my game up without having blur, and with my awesome pixel art still crispy enough. In this picture you can view the 32x32 game, with a demo image. When I try to upscale my game to 128x128 I get this and I dont know if I have to scale the canvas, or the game... I don't know how to do it! Any help?? This is the code I'm using: Game.prototype = { preload: function() { Phaser.Canvas.setSmoothingEnabled(this.game.context, false); this.game.scale.maxWidth = 128; this.game.scale.maxHeight = 128; this.game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.game.scale.setScreenSize(); },create: function() { this.player = this.game.add.sprite(0, 0, 'player'); this.player.smoothed = false; },and in Css .game { image-rendering: optimizeSpeed; image-rendering: -moz-crisp-edges; image-rendering: -webkit-optimize-contrast; image-rendering: -o-crisp-edges; // OS X & Windows Opera (12.02+) image-rendering: optimize-contrast; // Possible future browsers. -ms-interpolation-mode: nearest-neighbor; // IE width: 128px; height: 128px;}
  5. gikdew

    #LOWREZJAM - Offical Thread

    LOWREZJAM 2014 is organized by http://www.deviever.com/ ! Please use the #LOWREZJAM hashtag on twitter and help spread the word while you develop your LOWREZJAM game! WHEN : ENTRY DEADLINE IS MAY 19th 12AM PSTVOTING ENDS MAY 26 12AM PSTGENRE : ANY THEME : ANY RESTRICTIONS : Create a game with a maximum screen resolution of 32x32 pixels. DETAILS : There are no limiations on the amount of colors, sprites, or anything else. The idea of this is not to create a retro pixel art game, but rather to challenge your skills in making an enjoyable gaming experience using a minimal amount of detail. You are obviously allowed and encouraged to upscale the game for the sake of playability by allowing the player to stretch the game to full screen / a larger window, but please make every attempt to maintain the hard edges of the pixels in the process. Also, please do not fake smaller resolution by using large blocky sprites in a higher resolution.
  6. gikdew

    LUDUMDARE 29 - Official Thread #LD48

    Guys, add the word "Phaser" on your entry description, so we can list all the phaser games!
  7. gikdew

    [Phaser] Weekly Games by Gikdew

    Game #4 - Wriggle Worm Play here!
  8. gikdew

    [Phaser] [Simple] Zenva Runner

    Nice game, works fine on my android. But please reduce the collision box on the enemies, I didn't touch them and I die!!
  9. gikdew

    a block game

    Nice little game! I love the mechanics! Is there any way to rotate the cube?
  10. gikdew

    [Phaser] Weekly Games by Gikdew

    Game #3 - Fast Racing Play here!
  11. gikdew

    Sprite vs Sprite Collision Problem

    Ok, for moving the oil spots I used sprite.y++; What I have done is substitute that for sprite.body.velocity.y = 100, and that solved the problem!
  12. gikdew

    Sprite vs Sprite Collision Problem

    I solved my problem with a manual overlap function, that checks the intersection of the sprites..
  13. Test -- https://dl.dropboxusercontent.com/u/122460797/game3/question/index.html As you can see in the test, the phyisics are working, since the physics debug square is appearing in both objects, (use the arrows to move), but when both sprites collide, nothing happens, (it should appear a log on the console), here the code that I use for colliding both sprites! this.game.physics.arcade.collide(this.mancha.sprite, this.player.sprite, function() { console.log("Colliding"); this.player.animationDie();}, null, this);I used this before and it worked, I don't know what is happening right now! (If you want to read some of the code use Ctrl+U, and check it) EDIT: The collision works when you collide on the left side... I dont know why! LOL!
  14. gikdew

    [Phaser] Weekly Games by Gikdew

    Game 2 is out! Game #2 - Cloud Wars Play here!