streamer

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About streamer

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  • Website URL
    http://www.peteroravec.com
  • Twitter
    oravecpeter

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  • Gender
    Male
  • Location
    Slovakia
  1. Hi, after upgrating to latest Phaser v2.1.3 performance in camera.follow rapidly drops... Here is a example... Test steps: - after load click on "HRAJ"("hraj" means "play" in slovak language) - you will be forced to fullscreen - use your keyboard arrows and walk around with character Whats wrong? When camera is moving with character performance of app rapidly drops!!! This is not a problem in Phaser 2.0.7 but all version up to 2.0.7 are affected with this Expected behaviour In phaser v2.1.3 it should camera.follow performance fast as it is in Phaser v2.0.7 CAMERA FOLLOW IS FAST - v2.0.7 This link using v2.0.7 - it's fast http://www.peteroravec.com/ CAMERA FOLLOW IS EXTREMELY SLOW - v.2.1.3 This link load Phaser 2.1.3 - and on camera follow its extremely slow http://www.peteroravec.com/?phaser213=true Code is the same but different versions of Phaser, any suggestions? Thanks for support
  2. I just upgraded to 2.1.2 and no error force... Just big performance drop on camera follow :-|
  3. Hi, I just upgraded my game to Phaser 2.1.3. (from v2.0.7) but it force some weird errors... - Especially PIXI is undefined. (I fixed that I load pixi.js to header) - biggest problem is that Pathfinder Plugin stopped working... (https://github.com/appsbu-de/phaser_plugin_pathfinding), maybe it is working but is not loaded it's loaded like this: pathfinder = game.plugins.add(Phaser.Plugin.PathFinderPlugin); Please check my screenshot, I need some advice how to fix this to work on latest version of Phaser
  4. Main purpose of this portfolio is just to have nice creative CV .... I'm just developer who creating FB apps, webs, WP but I want to create games in future...
  5. Hi, this is just BETA version of my webdeveloper portfolio created in PhaserJS... (currently only in slovak language) later it will be translated to English... What do you think? http://www.peteroravec.com/
  6. Can I somehow blur entire viewport (game)? I checked blur plugin (demo not worked) but there is only option to blur 1 speccified element, right? Is possible to blur everything? I want to show text above that blurred stage.
  7. I mean I need to have preloader notscaled (sharp texts with animation) and after all my resources are loaded all in my game (next stage) need to be downscaled (its hude tilemap) and if it will have same scale as preloader it will be very slow... sorry for my english
  8. Hi, I have 2 stages... One is just text and some images and another huge layered tilemap... My game works fullscreen (device width and height... Desktop version). I need to have - first stage scale set to 1:1 but - second need to be downscaled by 2 (because of low performance) Just something like "game.stage.scale.ratio = 2" Can this be done with few lines of code? :-) I googled only difficult solutions.
  9. Wow, man... You are now my personal phaser superhero... :-) Thanks for example!
  10. I also work on this but i'm still newbie but it somehow works... it's simple version of popup. Download attachment and give me some feedback please. Also I will appreciate if someone share his own code for this, it's not easy to create this UI element for me. :-) You can try it here: http://phaser.peteroravec.sk/speechbubble-text/ speechbubble-text.zip
  11. Hi, im newbie in Phaser developement and I'm trying to create "speech bubble with text"... It should looks like this: I dont know how to create rectangle below text which will cover all text area. In documentation there are only text color and no option to set background of text. Any suggestions? (or example code? ) :-)
  12. Hi, I just creating pinball game with Phaser... I'm using P2 physics. I have one sprite BALL: this.ball = game.add.sprite(x, y, 'ball'); game.physics.p2.enable(this.ball, false); this.ball.body.setCircle(10); this.ball.body.fixedRotation = true;But in one case I need to make this ball to ignore collisions with all elements... (ball should to pass through other sprites without collisions) I just need to turn off gravity, collision and then randomly move ball to different place and then turn gravity/collisions ON. I'm trying to create ball movement in rails above other elements.
  13. Yes, its not very good... its closer to what I want but better will be it this is applied when ball leaving paddle area
  14. Hi, I'm newbie in Phaser (excuse my english)... Currently I'm developing pinball game. I have created flippers (paddle) via revolute constraints and ball in P2 physics... Everything works perfect but I need to make flippers more powerfull when they hit to ball (I need ball acceleration)... currently CreatePaddle = function(game,x,y, side) { Phaser.Group.call(this, game); this.side = side; this.flipped = false; this.sprite_two = game.add.sprite(x, y, 'paddle'); game.physics.p2.enable(this.sprite_two, true); //this.sprite_two.body.clearShapes(); if(side == 'right') { this.sprite_two.body.loadPolygon('physicsData', 'paddle2'); this.maxAngle = 30; this.pivotOffsetX = 50; this.sprite_two.scale.x *= -1; this.pivotPoint = this.game.add.sprite(this.sprite_two.position.x + this.pivotOffsetX, this.sprite_two.position.y); this.pivotOffsetX = 50; } else { this.sprite_two.body.loadPolygon('physicsData', 'paddle'); this.maxAngle = -30; this.pivotOffsetX = -50; this.pivotPoint = this.game.add.sprite(this.sprite_two.position.x + this.pivotOffsetX, this.sprite_two.position.y); } this.game.physics.p2.enable(this.pivotPoint); this.pivotPoint.body.static = true; this.pivotPoint.body.clearCollision(true,true); this.flipperConstraint = this.game.physics.p2.createRevoluteConstraint(this.sprite_two, [this.pivotOffsetX, 0], this.pivotPoint, [0, 5]); this.flipperConstraint.upperLimitEnabled = true; this.flipperConstraint.lowerLimitEnabled = true; return this.flipperConstraint;}Ball is created like this: //ball - circlecircle = game.add.sprite(470, 300, 'circle');circle.anchor.setTo(0.5, 0.5);game.physics.p2.enable(circle, false);circle.body.setCircle(16);circle.body.fixedRotation = true;Flippers are loaded like this: this.paddle1 = new CreatePaddle(game, 270, 2390, 'left');this.paddle2 = new CreatePaddle(game, 460, 2390, 'right');But how can I add more power to ball which collide with my flipper (paddle) ? Should I create custom material for flipper or is there easier way? Thanks for answers.