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rich last won the day on October 3

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  1. rich

    Sinusoidal path

    You could use the Sine tween on the objects y position and a linear tween on its x position.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. The SDK URL is wrong. It should be all lower-case for the filename: The URL you posted above ( gives me a 404 component error. The correct one, with the lower-case i, works.
  7. Matter is like P2. Impact is like Ninja. There is no 'multi'.
  8. It's an old thread, but just wanted to say this game is lovely URL appears to have changed, now playable here: Chaos/index.html (really should upload to or somewhere more reliable!)
  9. You need to use a version of Phaser that actually has this command in it. 3.11 is too old.
  10. The reason you're struggling to research what features are required for hosting an html5 game is simply that there aren't any. If the provider can host a web site, it can host an html5 game. So, all you really need to do is look at what hosting features you want your site to have and your game gets them too. DO has "Spaces" which is basically S3 with a built-in CDN. You could use that to handle the game assets and let the droplet serve the game code / wrapping html. They also have load balancing, but if there's no server side component to the game then you only really need this if your droplet starts to get hammered too much. And if all it's doing is dishing out some html and a bit of js, it going to be able to handle a lot as it is.
  11. Do you actually need to host the game yourself? I only ask because most of us have our games published by other sites (or onto Facebook, etc) so they deal with all the hosting. Game Distribution, Cloud Games, etc all do the hosting. The waters get a bit murkier if you're building an IO game though. DO would be perfect for most needs. It scales massively. Unless you're planning on creating a hit to equal Fortnite, I suspect they could do with anything you throw at them.
  12. You're complaining that a link posted 4 years ago no longer works?! Yes, it works on IE. Including IE9. Although of course, WebGL doesn't, because IE9 doesn't and never has supported that.
  13. In 3.15: this.input.on('pointerup', function (pointer) { var duration = pointer.upTime - pointer.downTime; }); In 3.16: this.input.on('pointerup', function (pointer) { var duration = pointer.getDuration(); });