rich

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rich last won the day on August 9

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About rich

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  • Birthday 08/12/1975

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  1. hi

    I Work on a project where we have show video on canvas. I somehow figure out how to do video fullscreen but another problem came. When we exit the fullscreen canvas all pointerdown event stop working on ios devices.

  2. I'm now aware of several companies taking legal action against them. Sadly, I suspect all they will do is pull the site, "rebrand it" and put it up under a new name. People like this are the scum of the earth.
  3. Hi all, If you produce HTML5 games for media clients, or have released them yourselves, then you may want check they haven't been ripped off and are now illegally for sale by these little shits: https://shop.forestrygames.com/ (I link to their site only so you can hopefully contact your clients and issue DMCAs against them) They even have the nerve to slightly change game titles and logos, so they don't look completely stolen, yet they are. Cheers, Rich
  4. That is how you move the camera, but you have to have given it a bounds first, otherwise it has no-where to go! game.world.setBounds(0, 0, 2000, 2000);
  5. Why re-invent the wheel? Tiled has this covered, and a whole lot more.
  6. Nothing to do with HTML5 games. Locking.
  7. It split into Phaser CE 4 years ago. 2.13.3 is the latest version of CE. No, they're not very different.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. rich

    Sinusoidal path

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