end3r

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end3r last won the day on October 14 2016

end3r had the most liked content!

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About end3r

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    Advanced Member
  • Birthday 10/20/1985

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    http://end3r.com
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    end3r
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    end33r

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    Male
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    Warsaw, Poland
  • Interests
    HTML5 gamedev, Neuroshima Hex, paintball, go-karts, sushi, post-apo.

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  1. It checks if the player's body is touching down. Glad I could help.
  2. It looks like you have absolutely no idea what game development is and just ask random questions.
  3. http://dev.end3r.com/2017/01/enclave-games-in-2016-and-plans-for-2017/ Expanding and diversifying my portfolio of services even futher, while making some games in the meantime. For example running gamedev meetups and workshops locally, or launching Open HTML5 Games portal (games/news/jobs). You don't have to focus on making games alone if you want to have a stable income.
  4. It is recommended. http://lmgtfy.com/?q=How+to+create+a+prototype+of+a+game Usually, but not always.
  5. For now the list of allowed developers/studios is very short - you'd have to ask them for that directly. The ones that you might know are Spil Games and Softgames.
  6. Definitely NOT by asking loads of basic, general questions and annoying other developers.
  7. http://lmgtfy.com/?q=How+to+design+a+game
  8. It gives a random integer between 50 and this.game.width-50. For example, if this.game.width is 200, then the random integer will be between 50 and 150 (200-50).
  9. @developer.cloud for future fererence of this term and any other you'll be looking for: http://lmgtfy.com/?q=what+is+JSON
  10. Will do, thanks for the info!
  11. It depends on what you'd like to achieve, but as mentioned already they are quite similar. You can see a comparison of a very basic 3D scene created in PlayCanvas engine and the same built in Babylon.js and see for yourself which style suits you better. Bonus points for PlayCanvas having an online editor in which you can build the exact same demo, but without coding.
  12. "No installation needed (because it's all Web)" is a good enough answer, not at all time consuming in my opinion and works well.
  13. Yes you can, but it's not an easy job.
  14. The key here is copyright on the name "Phaser" from the authors of the upcoming Star Trek series, at least that's what I remembered from a blog post some time ago. I'd try to contact them directly and ask if they have any problem with using the name. You can stick to the current name and if they force you to do so, then do it only then. I was waiting for Lazer because I thought the decision was final, but if you're still considering it I'd say stick to Phaser. The difference internally it not a big problem - if it's a next version number it speaks for itself that you just can't include it in your old project and hope it'll make you fix a few lines and that's it. It would only mean you'd have to specify the version in which you're writing a tutorial, but it's a common sense to do it anyway. There's a huge collection of materials about Phaser already, the gamedev community and the whole world got used to it, the framework is recognized as one of the best out there even from non-developers, and it would be a shame to waste such marketing recognition and start with something totally new. On the other hand you as the author is a recognizable figure and if you change the name to Lazer it will take some time to clear the confusion, but people will accept it and move on.
  15. At some point, to follow the semantic versioning conventions, new version of Phaser after 2.x delivering breaking changes to the previous build was set to be 3.x. It was a "normal" new version, which (without following semver rules) would normally be still 2.x. A totally new Phaser built from scratch and using ES6, it's own renderer etc will be named Lazer though.