bryanbibat

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Everything posted by bryanbibat

  1. Hello, I started out building a "number pattern hunt" game, ended up building a math puzzle game that involves modular arithmetic and prime numbers. It's deceptively simple, and plays like Minesweeper meets 2048. URL: http://zero.karaniwan.org/
  2. To celebrate my Phaser tutorial mini-book's entry to the Leanpub's lifetime bestsellers list, and as my holiday gift of thanks to those that bought and downloaded it, I did a quick and dirty video walkthrough of the main chapters of the book: https://www.youtube.com/playlist?list=PL0mVjsUoElSGbxaNmkOW6ZxwPcQm-_hwl The videos can also be downloaded by getting the book at Leanpub.
  3. I'm not sure if swiping is a good control scheme for shmups since they require precision control. One way of preventing the player's finger from covering the player's sprite is to let the pointer be at the back of the sprite e.g. if (this.input.activePointer.isDown && this.physics.arcade.distanceToXY(this.player, this.input.activePointer.x, this.input.activePointer.y - 32) > 15) { this.physics.arcade.moveToXY(this.player, this.input.activePointer.x, this.input.activePointer.y - 32, this.player.speed); }Another way is to have an on-screen virtual d-pad.
  4. Just updated my book to Phaser 2.1.1: https://leanpub.com/html5shootemupinanafternoon Also, in case you're interested in writing a book and is curious about what a Leanpub manuscript looks like, here's the Github repo for the book: https://github.com/bryanbibat/html5shootemupinanafternoon
  5. Did you set the game.load.crossOrigin to 'anonymous' or the S3's domain before preloading the assets?
  6. I'm guessing it's because you didn't set the parameters in the callback i.e. this.game.physics.arcade.collide(this.vehicles, this.citizens, function() {should be this.game.physics.arcade.collide(this.vehicles, this.citizens, function(e1, e2) {Your sprite vs group example may be working because you set the e1 and e2 variables within the parent scope.
  7. for (var i = 0; i < 3 ; i++){Rblock = this.game.add.sprite(i * Rx,i * Ry,"redBlock");... for (var i = 0; i < 3; i++){Bblock = this.game.add.sprite(i * Bx,i * By,"blueBlock");Zero multiplied to anything is always zero.
  8. It should work, see http://examples.phaser.io/_site/view_full.html?d=time&f=basic+looped+event.js&t=basic%20looped%20event The only thing that I could see different from your code is that you used "true" instead of "this" in the third parameter for loop(). Tried it with the example above and the timer still stopped.
  9. Gunner - http://datenshizero.github.io/gunner/ Still work in progress, might as well share it since I might not update it this month Somewhat lengthy post about the creation of the game: http://blog.bryanbibat.net/2014/08/03/making-an-html5-knockoff-of-chinese-arcade-game-knockoffs-with-phaser/
  10. Here's another tutorial with a section for spawning random enemies from the top: https://leanpub.com/html5shootemupinanafternoon/read#leanpub-auto-enemy-sprite-group
  11. Author of the HTML5 Shoot 'em Up in an Afternoon book here. Just dropped by to say that I made a huge update just in time for Canada Day and US Independence Day. Even though I listed the book as unfinished, the main tutorial is pretty much complete and ready for use. Comments and tips in the form of purchases are always welcome.