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About horkoda

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  1. horkoda

    Phaser 2.5 Roadmap (and request for ideas)

    2. +1 3. +1 5. -1
  2. horkoda

    Phaser 2.5 + Pixi v3 Build for testing

    Pixi3 features do no attract me enough to switch ATM.
  3. horkoda

    Thoughts on consolidating Pixi into Phaser

    1. no, but I use various pixi classes 2. yes, rarely (some constants I use with other pixi classes) 3. Canvas only
  4. horkoda

    Phaser 2.3.0 Release Candidate 3

    Did you benchmark the performance between those versions, or is it the Chrome vsync problem?
  5. Oh, this is nice! I will be using this for my next game. Can I have a websocket and a webRTC connection open at the same time? If so, will they affect each other (mysterious packet loss, etc)? Are there any other limitations of webRTC I should be aware of when using it as a unreliable and reliable channel of communication? I.e. have noticed any peculiarities when using it yourself in multiplayer games where lag matters?
  6. horkoda

    Is it possible to do

    I've seen similar but more complicated games (elastomania clones) made in HTML5. I say it's possible!
  7. horkoda

    User account inside app

    Yeah, JSON is great. Note that you can save _anything_ in localStorage you want. Even HTML code. But that might not be suitable for your scenario, since you've mentioned you're dynamically building the form. Decide for yourself!
  8. horkoda

    User account inside app

    That kind of thing is possible in any modern browser independent of Phaser. Look into local storage. It's easy to use, but the data can potentially be erased and you are limited to a relatively small amount of space (which differs from browser to browser and user settings) of around 5 MB. For a more permanent solution you will need a server where the data would be stored.
  9. Only if you implement them yourself. However, I should tell you that P2 can be sufficiently quick after you strip away the parts that you don't need. At least that's what I've heard on these forums.
  10. horkoda

    Change sprite.damage(); behavior

    Try replacing sprite.damage(this.inputPower);with sprite.health -= this.inputPower;damage() essentially does the same thing, but also checks whether the sprite is alive (and kills the sprite if the health is below 0, as you know).
  11. horkoda

    game.stage.disableVisibilityChange not working

    What is the reason behind not using setTimeout/setInterval for logic updates? Raf seems to be more suited for rendering. Also setTimeout/setInterval is not being paused (although they might be rounded) when the tab is inactive, while raf is (source). I see Phaser is not the only one using raf as their main loop. How so?
  12. horkoda

    game.stage.disableVisibilityChange not working

    Does rAF affect the update() function as well? I thought it was decoupled in 2.2.x?
  13. horkoda

    correct way to use timer

    In these cases a sample of code on jsFiddle would be nice.
  14. horkoda

    game.stage.disableVisibilityChange not working

    I have the same issue as all of the above. EDIT: There's a report of this on github where rich said it's a browser issue, and not a Phaser issue. Any workarounds?
  15. horkoda

    Can Phaser handles 1x and 2x game assets ?

    I see no reason why it wouldn't, however I doubt there's a "Phaser" way of doing it.