ivanix

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About ivanix

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  1. IMHO, First, I would think about getting one or two large power banks that can output 19v as well as 5v. Then look at getting a second hand i5 laptop with decent memory. If you are doing any kind of real work, no lightweight laptop is going to last all day on its own battery. As a guy with old eyes, my laptop with15" laptop display is often too small for real work and I need a second large screen, usually 24" ~ 34" to extend the work space.
  2. Poker player in html5

    If you are enjoying it, then it's worth it. It also depends on what you want to get out of it. Phaser is now mature and a good standard to go by.
  3. Hello, Anyone have experience regarding having to get an "approval number" from some China department for games played there? I saw a notice when submitting my app to through iTunes. Actually my app does not contain any game per se, but rather connects to a web portal that does contain games, so it is even more hazy for me. On that note, do any of the HTML5 game portals ever deal with having to get some approval number? reference links: https://forums.developer.apple.com/message/210548#210548 https://forums.developer.apple.com/thread/72426
  4. Nice graphics! Are you running it on a chromebook?
  5. Sorry, don't mean to offend, but what does your project have anything to do with HTML5 games? You would be better off posting on freelance job sites like freelancer or craigslist.
  6. page on link reports account suspended.
  7. CDN links broken?

    Hello all, Today I found that one of my old babylonjs demos no works because the cdn link no longer exists: http://cdn.babylonjs.com/2-3/babylon.js Are old versions of babylon supposed to be removed from cdn?
  8. Below is a sample using text sprites and allows several options. All that's left is to modify shift() to tween the movement between the old and new positions and scale. You can also modify posX(), posY(), posScale() to create a full circle carousel. Live demo on codepen: var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-carousel-demo', { preload: preload, create: create, update: update }); function preload() { } function create() { var sprite; var style = { font: "65px Arial", fill: "#ffffff", align: "center" }; var textArr=['Apple', 'Bannana', 'Cherry', 'Mango', 'Orange']; var spriteArr=[]; var mid = (textArr.length/2)|0; console.log('mid: ' + mid); var midX = (game.canvas.width/2)|0; var midY = (game.canvas.height/2); var spaceX = (game.canvas.width/textArr.length); var spaceY = midY/textArr.length; function posX(idx) { console.log('posX: idx: ' + idx); var x = (spaceX/2) + 300+ (mid - idx) * spaceX; console.log('posX: ' + x); return x; }; function posY(idx) { var y = (midY/2) - (Math.abs(mid - idx) * spaceY); return y; }; function posScale(idx) { var baseY = midY/2; var s = (baseY - (Math.abs(mid - idx) * spaceY)) / baseY; return s; }; function shift() { console.log('shfit:'); console.log('arrlen: ' + spriteArr.length); for (var i = 0; i < spriteArr.length; i += 1) { var x = posX(i); var y = posY(i); var sprite = spriteArr[i]; console.log('shift: i: ' + i + ' sprite: ' + sprite); sprite.position.setTo(x,y); var s = posScale(i); console.log('s: ' + s); sprite.scale.setTo(s); } }; function shiftRight() { console.log('shiftRight:'); var o = spriteArr.shift(); spriteArr.push(o); shift(); } function shiftLeft() { console.log('shiftLeft:'); var o = spriteArr.pop(); spriteArr.unshift(o); shift(); } for (var i = 0; i < textArr.length; i += 1) { sprite = game.add.text(0, 0, textArr[i], style); sprite.anchor.setTo(0.5,0); spriteArr.push(sprite); } shift(); var left = game.input.keyboard.addKey(Phaser.Keyboard.LEFT); left.onDown.add(shiftLeft, this); var right = game.input.keyboard.addKey(Phaser.Keyboard.RIGHT); right.onDown.add(shiftRight, this); }; function update() { };
  9. My first try at this would be create Option class that extends the Phaser.Sprite, and it would have prev(), next() methods that handle positioning the object. create a new object/sprite from Option for each of the options. a static counter will tell each object the initial position each should take. Have a group object receives the user events 'prior', 'next' and calls each of the option sprites in turn. Lately, I got a bit lazy by foregoing class extensions and now use object factory instead, but same idea.
  10. Looks like most of these sites have folded or changed focus. I just found http://playtomic.org/ which is open source and can be self hosted, but I'll probably go with gamespark for this. Anyone have experience with either or can recommend others that will be stable for the foreseeable future?
  11. Have you checked that your cordova is using wkwebview ? https://developer.apple.com/documentation/webkit/wkwebview https://cordova.apache.org/announcements/2015/12/08/cordova-ios-4.0.0.html https://www.npmjs.com/package/cordova-plugin-ibwkwebview2
  12. Multiplayer Framework Suggestions

    Sounds like you are looking for a high layer framework that runs on top of nodejs and socket.io. What are you using for your cloud / server? Have you taken a look at firebase or gamesparks? Also, there are a few threads here with great suggestions:
  13. David Orielly, Simulation Creator

    I just came across some 3D assets on itch.io that were created by a guy name David Orielly. I was impressed with the artwork and the movie clips, so I thought to share the links here. https://davidoreilly.itch.io/external-world-characters Please be forewarned that the youtube video in the linked page has some adult oriented themes. The second link is his twitter and new release of a game and short movie called Everything. https://twitter.com/davidoreilly
  14. Hello, My online game service, 2n1.club (https://2n1.club), implements what the OP describes. I currently use webrtc between the desktop browser (chrome for now) and custom app for both android and ios which has webrtc enabled. You can use chrome on android, but ios requires a custom app. Rumors has it that Apple will finally implement webrtc on safari. Alternative to webrtc, you can also try implementing a custom bluetooth app that emulates a bluetooth gamepad.