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1 pointAre you thinking of creating your first match 3 game, but have no notion of where to start? Then this article is for you. We will try to help you understand the basic points to which you should pay attention when initiating development of this kind of project. http://renatus.com/tips-for-aspiring-match-3-developers/ Of course, there is more to the match 3 projects development that wasn’t mentioned in this post, and we promise to share it with you very soon.If you have any questions, feel free to ask them in the comments!
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State Management - a Tiny Tutorial
salcapolupo reacted to Nambiar for a post in a topic
I've prepared a small tutorial for managing game states using Phaser. Its fairly straightforward to figure out yourself, but I'll just put it out there nonetheless. [Edit :- The earlier link was broken. You can find a copy (from memory) of the tutorial here - http://gamedolph.in/tutorials/state-management-tiny-tutorial/ ] -
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Right way for calling a function on a click event, using Phaser States
salcapolupo reacted to Red Spark for a post in a topic
I had this problem before. Your title sprite / image should be enabled for input first: this.gameTitle.inputEnabled = true; -
1 pointYou are also defining a wrong mirror plane - it should be a plane and not a mesh. Something like this (depending on your plane's location) material.reflectionTexture.mirrorPlane = new BABYLON.Plane(0,0,1,-10);
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1 pointHey JC, You have to attach your material to a mesh, like this : scene.getMeshByName("meshName").material = mirrorMaterial;
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8 Tips for Aspiring Match 3 Developers
Bilge Kaan reacted to ozdy for a post in a topic
You need tips for aspiring thumbnail creators. This is the biggest thumbnail I've ever seen! -
1 pointHi, i had same issue like you. Make sure, you using latest cocoonjs plugin: https://github.com/ludei/cocoonjs-plugins/tree/master/build I use this code in my game:this.btnFacebook.click = this.btnFacebook.tap = function () { if (navigator.isCocoonJS) { Cocoon.App.openURL("https://www.facebook.com/pexesomemorygame"); } else { window.open("https://www.facebook.com/pexesomemorygame"); } };Good luck.
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1 pointI've thought about using Emscription to convert recast and recast navigation. This is what we use on our game server engine to handle monster pathing, Z height look ups etc. https://code.google.com/p/recastnavigation/ Examples from one of our old maps: http://www.diviniaro.com/files/RecastDemo_Prt_d01_1.png http://www.diviniaro.com/files/RecastDemo_Prt_d01_2.png
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1 pointCollecting together the feature requests from Github here, so everything is in one place: Static Signals https://github.com/photonstorm/phaser/issues/645 Generic Pool Class https://github.com/photonstorm/phaser/issues/747 Allow animation frames to be specified as flips https://github.com/photonstorm/phaser/issues/762 Animation Frame pooling https://github.com/photonstorm/phaser/issues/823 Default anchor points https://github.com/photonstorm/phaser/issues/914 Create sprite by cropping from a big sprite sheet https://github.com/photonstorm/phaser/issues/1140 Support for rotated tilemaps https://github.com/photonstorm/phaser/issues/1149 addTileSetImage should support BitmapDatas https://github.com/photonstorm/phaser/issues/1200 Removed from World signal https://github.com/photonstorm/phaser/issues/1227 Gyro support https://github.com/photonstorm/phaser/issues/1229 Animation loop quantity https://github.com/photonstorm/phaser/issues/1329 Collection of Images Tiled feature support https://github.com/photonstorm/phaser/issues/1339 p2 reset feature https://github.com/photonstorm/phaser/issues/1362 Module support https://github.com/photonstorm/phaser/issues/1475 Minimal Phaser.Device https://github.com/photonstorm/phaser/issues/1186 Anchor on BitmapText https://github.com/photonstorm/phaser/issues/1499 Unit Tests https://github.com/photonstorm/phaser/issues/1434 Input update regardless of move event https://github.com/photonstorm/phaser/issues/1508
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1 pointFirst Game for #ios released! Support! Available for #iPhone and #iPad https://itunes.apple.com/us/app/invaders-breakout/id956446467?l=de&ls=1&mt=8 #indiegame #gamedev #dev #indiegamedev #invaders #breakout Classic Games brought together, enjoy awesome gameplay and adorable graphics. See supported devices below* features: - 72 different levels - arcade mode - level mode - iPad & iPhone compatible - retina graphics - 2 favorite gameplays brought together - unique powerups - no advertising No Advertising, just gaming. Nothing else. Invaders Breakout is a classic indiegame based on two popular retro games. It combines the tricky parts of breakout with unique abilities that each invaders has. Try to complete all 72 levels and get the highest score! No in-game purchases, no advertising. Only for true gaming. Supported devices: iPhone 5, iPhone 5s, iPhone 5c, iPhone 6, iPhone 6+, iPad3, iPad4, iPad Mini 2, iPad Mini 3, iPad Air, iPad Air 2
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1 pointHey JC, This is what you should use to format your text, but not very different from Github. For child page, you can do whatever you want 03-A is a way, 03-01 is another... Do what you think is best ! To reference a png file, you can do like this :  The image must be hosted somewhere.
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1 pointHey guys, I've been pretty busy lately but I found the time to write an article about game programming based on my experience on the game: Combining enemy types and enemy behaviors. It's nothing too complicated, but I would really be curious to have some feedback on it. I'd like to share more about the stuff I do, and feedback would help me see if people are interested. Even if you hated it/found grammar issues/found it useless, any feedback is good for improvement
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Invaders Breakout
Sam reacted to ricardocostaza for a post in a topic
Awesome game! It ran smooth on my iPod Touch 5G. Please, let my know if you are planning an Android release. -
1 pointNotice that 'toFixed' rounds numbers instead of flooring them. As described in your link: "... The number is rounded if necessary, ..." Of course 'Math.floor' might be exactly what Choeeey wants, but 'Math.round' gives the correct behavior of 'toFixed'.
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1 pointFirst Game for #ios released! Support! Available for #iPhone and #iPad https://itunes.apple...?l=de&ls=1&mt=8 #indiegame #gamedev #dev #indiegamedev #invaders #breakout Classic Games brought together, enjoy awesome gameplay and adorable graphics. See supported devices below* features: - 72 different levels - arcade mode - level mode - iPad & iPhone compatible - retina graphics - 2 favorite gameplays brought together - unique powerups - no advertising No Advertising, just gaming. Nothing else. Invaders Breakout is a classic indiegame based on two popular retro games. It combines the tricky parts of breakout with unique abilities that each invaders has. Try to complete all 72 levels and get the highest score! No in-game purchases, no advertising. Only for true gaming. Supported devices: iPhone 5, iPhone 5s, iPhone 5c, iPhone 6, iPhone 6+, iPad3, iPad4, iPad Mini 2, iPad Mini 3, iPad Air, iPad Air 2
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1 pointInvaders Breakout First Game for #ios released! Support! Available for #iPhone and #iPad https://itunes.apple.com/us/app/invaders-breakout/id956446467?l=de&ls=1&mt=8 #indiegame #gamedev #dev #indiegamedev #invaders #breakout Classic Games brought together, enjoy awesome gameplay and adorable graphics. See supported devices below* features: - 72 different levels - arcade mode - level mode - iPad & iPhone compatible - retina graphics - 2 favorite gameplays brought together - unique powerups - no advertising No Advertising, just gaming. Nothing else. Invaders Breakout is a classic indiegame based on two popular retro games. It combines the tricky parts of breakout with unique abilities that each invaders has. Try to complete all 72 levels and get the highest score! No in-game purchases, no advertising. Only for true gaming. Supported devices: iPhone 5, iPhone 5s, iPhone 5c, iPhone 6, iPhone 6+, iPad3, iPad4, iPad Mini 2, iPad Mini 3, iPad Air, iPad Air 2
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1 pointHey guys, just wanted to post my game for onegameamonth.com (#1GAM). It's for the January theme 'Resolution' so a little late. It's a variation of 3 not so endless, endless-runners. You can play it at http://divideby5.com/games/ifyouweregone The source is also available at https://github.com/rantt/ifyouweregone Any feedback would be greatly appreciated
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Call a function with arguments when onInputDown?
prasetyaputraa reacted to bmceldowney for a post in a topic
The second parameter is the context of the listener. You could pass an object there like this: image.events.onInputDown.add(clickListener, {param1: value1, param2: value2});Then in the clickListener: function clickListener () { this.param1 // equal to value1 this.param2 // equal to value2}