rich

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rich last won the day on January 15

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About rich

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  • Birthday 08/12/1975

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    richard.davey

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  1. Why re-invent the wheel? Tiled has this covered, and a whole lot more.
  2. Nothing to do with HTML5 games. Locking.
  3. It split into Phaser CE 4 years ago. 2.13.3 is the latest version of CE. No, they're not very different.
  4. Phaser 3 repo is at https://github.com/photonstorm/phaser Phaser 3 Docs are at https://github.com/photonstorm/phaser3-docs If you clone the repo, the docs are in the 'docs' folder. eslintignore is nothing to do with docs. It's to do with what gets lint checked. However, there is no eslint file in the docs repo. There's also no 'npm build' command either, so you were looking in a different repo. Phaser 2 repo is at https://github.com/photonstorm/phaser-ce Phaser 2 docs are in the docs folder of that repo.
  5. There's nothing wrong with using Containers in Phaser 3. The example given by mazoku (a UI Button) is a perfect use-case for them. As are multi-part sprites, i.e. complex Game Objects. But if a Container has just a single child, that's when it doesn't usually make sense any more.
  6. It’s more overhead for every single Game Object to be a container. How many buttons does a typical game contain vs. things like bullets, platforms, particles, baddies, power-ups, etc etc.
  7. Are the buttons positioned over the top of each other? Because a button with alpha zero is still a button that will receive pointer events. A `pointerup` event is not the same thing as a `pointerout` event and will not trigger an out state. `pointerupoutside` is for detecting pointer up events outside of the game canvas, not a button.
  8. I'm sure Noel will help further with this - however, we've been seeing lots of games removed that violate their new policies over copyright and IP infringement. Did your games feature assets or brands not owned by you? For example Pokemon or Nintendo characters? If so, this is why.
  9. Yes, sure. Usually, you'd use the payload for things like json files that the game needs, or plugins, or maybe some assets the preloader can use like a preload background and loading bar graphic. That kind of stuff. And then you use the proper Preloader to load the actual game assets.
  10. You can't do this for a files payload. The payload is meant to be used to load in really tiny files that your game needs access to up-front, such as the assets needed to render a nice Preloader, or plugins, or similar.
  11. rich

    Sinusoidal path

    You could use the Sine tween on the objects y position and a linear tween on its x position.
  12. rich

    Alexa and HTML 5 Games

    Hi @Chelsea - I've also signed-up as it sounds very interesting! We are the developers of Phaser and I'd love to take a look at what would be involved to enable our game engine to work with the Alex platform directly.
  13. Hmm, moving server broke this feature, but I've enabled it again (along with SSL, which also broke for some reason). So now, you can upload things again.
  14. This site has had an SSL cert since day 1. No idea why it wasn't active since the latest upgrade, but I've re-enabled it, so it's SSL by default again. All 'spammers' are verified exactly the same way as everyone else. They just didn't spam in their first post.
  15. No idea then, works fine here. If it's really CDN related, check it isn't a geographical problem. I.e. only borked for your country, not for others.