Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 07/26/14 in all areas

  1. Here's another tutorial with a section for spawning random enemies from the top: https://leanpub.com/html5shootemupinanafternoon/read#leanpub-auto-enemy-sprite-group
    2 points
  2. I have written a Game UI for phaser.js, The project at github: https://github.com/drawapp8/gameui-for-phaser-js Here are some demos: http://phaserjs.sinaapp.com/demo1/ http://phaserjs.sinaapp.com/demo2/ http://phaserjs.sinaapp.com/demo3/ Here is the online game ui builder: http://gamebuilder.sinaapp.com/appedit.php
    1 point
  3. xianjimli

    Game UI for pixi.js

    I have written a Game UI for pixi.js, The project at github: https://github.com/drawapp8/gameui-for-pixi-js Here are some demos: http://pixijs.sinaapp.com/demo1/ http://pixijs.sinaapp.com/demo2/ http://pixijs.sinaapp.com/demo3/
    1 point
  4. Hi I just started looking at phaser and it looks really good so far. I had a quick question about real games published in the app store (android & ios) using phaser - have there been many? I'm comfortable using cordova/phonegap to package up HTML5/js etc but was curious what the performance on mobile devices and hence the success of apps based on phaser have been... Any insight is very much appreciated Thanks Simon
    1 point
  5. Is your sprite sheet just a single image with a bunch of smaller sub-images on it? Or is your sprite sheet a "texture atlas" (A JSON file that references the positions of sub images inside a single sprite sheet image)?
    1 point
  6. ...although only sometimes: Phaser.Color.RGBtoString
    1 point
  7. Nope, it's definitely setAll This style of naming is called 'camelCase' as it uses a lowercase first letter, then an uppercase letter to denote each separate word to make it easier to read.
    1 point
  8. Thank you! It worked a treat.
    1 point
  9. As Heppell said it depends on how you set up the logic for your enemy spawning. Basically you have to have some logic so that you can stop the spawn, if you are using a timer, stop the timer, if you are calling a function that spawns enemies every frame in your update method, stop calling that when its time for game over, etc. An easier more general answer would be to set up a GameOver State and switch states to that to display your game over, and a button for restarting, etc.
    1 point
  10. You'd need to set up a few arguments like. if(player.exists === false) { ... Game over etc here } But it totally depends on how you have the logic laid out really. Just check for the death of player or use a physics collode/overlap to do the callbacks if the player dies on contact with the enemy.
    1 point
  11. BdR

    Bokeh game

    Thanks. In any case the graphics certainly are good enough. You could use other existing gameplay idea with these graphics, like the "Simon" memory game, although there are loads of Simon clones already. Maybe a slightly less obvious gameplay idea that already exists, like Filler (see here) or Chain Reaction (see here) or that "eat circles that are smaller than you" game.
    1 point
  12. If you have a group of enemies and want them to spawn from the top of the screen randomly then in your group creation and spawn you can set the Y to above world height and set the X to game.world.randomX;
    1 point
  13. BdR

    Bokeh game

    The esthetic is great, it looks very good. The cinematic aesthetic certainly has appeal, although I would use more different colors in the early levels to hook the player early on, like in your "level 8" screenshot. Gameplay-wise is another thing, IMHO it is a bit too slow/unappealing. It's more like a menial task than it is a game. Maybe you could use the same graphics style to create a game like E-motion (see here). E-motion was a zen meditative game from way back in the Atari ST/Amiga days. It had a distinct and clear goal, which I feel your game is lacking. The game mechanic from E-mo
    1 point
  14. lewster32 You are incredible, thx man
    1 point
  15. Oh this is a Pull request I validated. I'll fix that quickly (You can fix it directly by adding a subdivisions parameter before scene: var xcyl = BABYLON.Mesh.CreateCylinder("xcyl", 30, 2, 2, 16, 1, scene)
    1 point
  16. It makes me very happy that you tell me. Thank you Wingnut noted this. Yes, my project is a bug detector, because I use many things on my scene to test all of the engine (70%) in a single scene and not several small demo. but I am aware that by reporting bugs, I bring bad news. but at the same time if nobody says anything, the engine can become very unstable and difficult fix. I think that it should be noted as and extent. but sometimes I'm wrong, bugs comes from my home due to inattention. Oh and this is my way of contributing to the engine, test the latest versions rather than w
    1 point
×
×
  • Create New...