Orbital Game Studios

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Everything posted by Orbital Game Studios

  1. Enchant.js is probably the closest you'll find to being a "RPG-centric" type of javascript framework. I think you are better off extending something in Phaser via plugins or just generic phaser development. http://enchantjs.com/
  2. Hello, I've not tried it myself, but I believe that once the initial tween is created you won't get any new values assigned, it will just continue to loop with the values it got randomly the first time. If you want to continue having it randomly tween, you don't want to loop the tween itself, but create tweens over and over again with different values to get the affect you want. You could use a timer that fires a custom function to do what you are looking for.
  3. I really like your idea, it actually reminds me exactly of one of the CSE142 home works I had in college way back when...
  4. Just a thought, but have you looked at the code for the HTML5 game ShootR that is based on SignalR? https://github.com/ntaylormullen/shootr
  5. Very nice looking! I love your inspiration choices as well I can feel them in the design.
  6. Hello, thanks for the feedback. Since it's really just a flappy bird clone at heart the design choice was to leave it in the center for the difficulty, you only have so much time to react to the oncoming obstacles. I skipped doing much user testing as the goal was really to just get a simple game out through the entire process with focus on learning the ins and outs of advertising networks, Cocoon.js, and publishing to the Google Play store. I actually have a post-mortem blog post in the works, it will need to be several parts and will be posting it on my website over the next few weeks as I have time to write it up. I'll put links up here when each part is released. Thanks!
  7. I'm pretty new to using Cocoon.js and Phaser but I've noticed my one project that worked awesome in 2.0.7, does not work in 2.1.1 when just swapping the phaser.js files. (only using Arcade physics) When trying to debug in webview+ mode, I get nothing but a blank screen and no errors. When using Canvas, I do get an error in the boot state that says the .add method is unknown which is a little baffling. 2.1.1 works amazing in all browsers I've tried with the same code. Not sure if anyone else has experienced the same thing and found a work around. Edit: Realized I typed in v2.1.0 instead of v2.1.1 which I'm actually using.
  8. Thanks for the comments 1.) Performance was pretty good without any real tweaking. Where I noticed issues was with the loading of the banner ad in the bottom and some tweens between the game over screen not being 100% smooth. I solved it by making sure the tween completed prior to calling the code to refresh the banner. Because I'm using a bitmap font, using webview+ in cocoon.js for now. Might switch to canvas only, but since that seems to be mainly for speed and the speed is already decent, doubt I will change it. 2.) It's pretty easy getting setup in the Google Play store. Costs $25 to register as a developer, then you have a Google Play Developer Console in which you control your APK version, store listing, screenshots, game play movies, translations to other languages, etc. I recommend you have a site where you can list a default privacy policy. You can also set your app up for beta/alpha testing as well if you wish. I'm still learning all of the ins and outs of what is available, but it's pretty full featured and easy to navigate. This is of course assuming you know how to sign your release APK from the cocoon.js compiler... That took some searching, but luckily there is a handy utility for it. Let me know if you have any other questions.
  9. Updated: Just released a version 2.0 to update the game a bit and improve performance. Also threw it on the web in a .zip to test out the new Amazon HTML5 app tester (which is pretty cool). Included in Update: Added Tweet button to game over.Added dice you can collect that will give you a chance to continue if you roll doublesMiscellaneous collision fixes (little more forgiving)Changed the way enemies attack at various point levelsAgain, it's just a simple game based on a familiar mechanic. Give it a whirl here: http://www.orbitalgamestudios.com/games/tappy-plane-html5/ Download in Google Play Store Here: https://play.google.com/store/apps/details?id=com.orbitalgamestudios.tappyplane
  10. Awesome! I will be utilizing this for sure! Very nice work.
  11. Fun little game. How did you like using Impact for the game engine? I've never given it a whirl (due to it's cost) but I've been interested and was considering reading Jesse Freeman's latest book on the use of ImpactJS and HTML5 gaming.
  12. You should check out this post: http://www.html5gamedevs.com/topic/5224-banner-ads-tutorial-cocoonjs-phaser-html5-game/ It's not the easiest path to get something as simple as a banner along the bottom of your game. Basically once you understand how the flow works, the code is fairly simple, but getting all of the logistics in place for the code to work can be a little challenging at first.
  13. Yep, it's another flappy bird type of clone. But don't despair! I've added some other elements to the game play. The main reason for me creating this game was I wanted a simple concept to be able to get the game done quickly. Where I spent my time was not on making a unique game, but I wanted to go through the entire process of doing all of the other things outside of the game creation to get a mobile game deployed in an app store with a simple banner advertising along the bottom. There were a lot of challenges to get things working. First off, the board here has been an incredible resource. I used posts here to handle the following issues. Proper scaling of the game for mobile resolutionsBest practices for audio in the mobile space (Kindle Fire being the only exception)Best practices for implementing pause/resumeGetting CocoonJS/MoPub/Admob integrated and workingBest practices and things to avoid when using CocoonJs/Phaser In addition, I wanted to go through the metrics of getting a good looking game out into the Google Play Store. Making appropriate game-play screenshots, videos for the store listing. How to sign the .APK file in order to be published to the store. How to handle versions after deployment to incorporate new features and update to devices. Differences between deploying to Chrome store vs. Google Play vs. Kindle marketplace using a single code base. The lessons learned from this process were to better educate myself on the challenges for targeting mobile platforms. In addition to these findings, I also want to include in the future: deploying to iOS, multiple ad network integration (pros/cons of performance via mopub and impressions), better marketing techniques during the process of game development through release and beyond, testing on multiple mobile devices If you aren't adverse to yet another game that follows the flappy bird mechanic, I would appreciate any feedback on the game or experience on your particular mobile platform. You can download the game here: https://play.google.com/store/apps/details?id=com.orbitalgamestudios.tappyplane Here are some screenshots. All art assets are from Kenny.nl
  14. That's a cool tool. As I'm working through this very thing in the Google Play store it made me wonder why there is no real preview option. It seems it wouldn't be that hard to implement. Do you have any plans of doing a similar thing for Google Play as well? Thanks for posting!
  15. Don't give up! The path to creating good games and creating hit titles is long and hard. You've already done a quick post-mortem on your development and you realized what to do next time around. You can always keep game dev as a hobby and if you come up with an idea you want to fully flesh out into a full game for release it will be a challenge and a labor of love to be sure.
  16. Very cool, I'm going to try it out. Thanks for posting!
  17. There are a couple of ways to deal with this, however, one of them is a little strange as far as Phaser goes. I've been trying to fix a bug in my game that is related to what you are describing here. You may find this thread insightful: http://www.html5gamedevs.com/topic/8561-timers-not-pausing-when-window-loses-focus/
  18. Was the "game jam" hosted at Amazon? I was unable to attend this year but was wondering how it went. Cool game! I've also experienced audio issues in the kindle devices either as an app or running a web version in the silk browser.
  19. I'm having this exact same issue. I have a pause function built and it works perfectly well except that a couple of timers will resume when the window is resized or loses focus. I've also found the issue on my mobile phone if I pause the game, return to the home screen, then back to the app, the timers have now resumed. I haven't tried checking it's behavior with game.stage.disableVisibilitityChange = true or dug into the Phaser code itself to see where the problem lies but I have a feeling there is an odd check happening somewhere. In the mean time I will probably revert the code to not using a timer object but instead checking against an internally tracked time elapsed value which I have complete control over.
  20. I'm also interested in this topic as I'm experiencing the same trouble. Sounds don't work, there is no errors or information to begin to track down the issue. If anyone has any experience in tackling this issue, insight would be greatly appreciated! Thanks.
  21. Thanks for the explanation alex_h. Looks like I will have to check it out!
  22. Hey Str1ngS, those are good points. I guess for my environment it just made sense for me to have the single steps which provide both. I have a debug.html and a release.html both of which specify the concatenated version and the uglify versions respectively. That way in my IDE, I just run one .html file over the other depending on if I'm debugging or not. This way, grunt just runs in the background while I'm developing and I don't really have to think about it, both files are always up to date and I can concentrate in the IDE.
  23. Thanks alex_h, I'll take a look at Gulp. The biggest issue I have with grunt is the initial setup, seems to take forever to get everything just the way I want it, but then it's great. Will even use image minification prior to building a sprite pack just to shave off some extra size on images. How does Gulp compare setup-wise? At first glance it seems a little similar, but there also looks to be more plugins available for various tasks.
  24. Hello All, I wrote a walk through on how to setup Grunt to automatically concatenate/minify your phaser game so you can be ready for testing/deployment. Take a look at it here: http://www.orbitalgamestudios.com/blog/concatenate-and-minify-your-phaser-code/ Let me know if you have any questions, comments or concerns! Thanks!
  25. Nice effort for your first game. You've got a good base to try and incorporate a level structure where each level you have to collect X number of stars to progress to the next one, each with increasing difficulty, more enemies. You could also include more types of enemies to avoid like stationary spikes or if you want to get extra creative, use a fan that blows wind which affects how your slime jumps, moves, etc. Nice work!