Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 10/15/17 in all areas

  1. This is my newest project with Phaser, 2D platformer which aims to bring the best from the present and the past in one game. Curentlly it is still WIP but you can see how the development progress is moving on. Some of you may have seen it on twitter but for those who didn't here are a few gifs: As far as tools and frameworks are concerned I'm using: Phaser - for coding Aseprite - for pixel art Tiled -for level design I'm alone working on this game, graphics, programming and design, so if you see any flaws please do not hesitate to criticize me. Cool part abo
    2 points
  2. saqsun

    Phaser Particle Editor

    Hi folks! Let me introduce you phaser particle editor. This tool helps you to create phaser particle effects visually. It is of course open source and you are welcome to contribute! Editor also has plugin to help you create particles based on JSON data generated by Editor.
    1 point
  3. Hello This is my first HTML5 game, please play and share your ideas. "Kickin' it : with freestyle masters" is a simple yet challenging soccer ball juggling game. You are controlling the player to keep the ball on air as long as possible. You need to tap ( press keys for pc ) just as the ball is about to hit your foot. Pressing too late or too early and will miss the ball. Mobile : Tapping the left of the screen kicks out your left foot, tapping the right kicks out your right foot. PC : Pressing the left/A of the keyboard kicks out your left foot, Pressing the right/D of the
    1 point
  4. Let A be the mesh to be split and let B be the mesh that goes in the middle when A is split. With CSG overlap B on the right hand side of A and cut away to form C. With CSG overlap B on left hand side and cut away to form D. Position and join C, B and D in that order, C to left of B and D to right of B. Because of how parts cut out CBD will fit snuggly and merged to form a new mesh. At least we can hope.
    1 point
  5. It's just a little margin that the body has so that everything isn't right up against the edges of the browser. You can get rid of it by setting the body's margin to 0px via CSS. body { margin: 0px; }
    1 point
  6. 1 point
  7. I like forceUpdate~ I'll go for it, https://playground.babylonjs.com/#9T2J6Z#12 since it recreate an impostor, I don't need to worry about init velocity, quaternion and other stuff . However, in my case, I want these two boxes not colliding to each other, so I still need to reset collisionFilter after forceUpdate. Still, it's better than my piece-by-piece setting In case anyone else is interesting in this, I will put on the solved tag a few days later
    1 point
  8. Perhaps that simply takes more time... the same as a delay? hmm. uhn... https://playground.babylonjs.com/#9T2J6Z#11 (back to old way, but...) Look at line 40. physicsImpostor.forceUpdate(); Seems to work. No need for line 42 timer. I got 10 good RUN's without any tumbling mesh. BUT... impostor.forceUpdate()... calls impostor._init()... which removes previous impostor and installs new one. That is precisely what @BitOfGold suggested we try. heh. But I sort-of like your #10 piece-by-piece value-installer, too. It is an interesting (yet still puzzling) soluti
    1 point
  9. I like riddles... So I made a little logging here: https://playground.babylonjs.com/#9T2J6Z#7 There are many differences between box and box2. So if you want the box to land at the same spot, maybe dispose the physics body and make a new one with the same parameters.
    1 point
  10. All three! Each browser uses a different audio format because programming for the web sucks.
    1 point
  11. Hi, call to load does not load asset - it puts it into list that will be loaded later. And this later happen automatically when preload function is finished (in preload you list all assets you want to load) or when you call load.start(). I highly recommend to preserve Boot state separated from Preload state. If your Boot state has only little code, then be happy - best functions are those, that do their work and are short and easy to read.
    1 point
  12. you have the acceleration property of a body, so if you do something like: car.body.acceleration.x= 4;it will accelerate 4 pixels per sec2 in the x axis. To limit it speed, you have maxVelocity: car.body.maxVelocity.x= 500;car.body.maxVelocity.y= 500;so it won't go faster than that. Check all Body properties and methods in the reference: http://gametest.mobi/phaser/docs/Phaser.Physics.Arcade.Body.html#toc4 You'll find a lot of handy and interesting stuff.
    1 point
×
×
  • Create New...