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Everything posted by Legomite

  1. I'm quite new to Phaser too but I believe text objects must be updated via .updateText() to show the change or if you want to set it in one line without doing the two separately you can do this: this.targets[0].setText("😩");
  2. Is there currently a way to change the mouse cursor on demand? I want the cursor to change during a pointer down event, so far it appears that the only way to show a new cursor is by hovering. If anybody could help, that'd be awesome
  3. Legomite

    Inverted mask

    I was looking at masks, and they appeared to define what can be visible. Is it possible to make a mask that does the opposite? I want to cut out part of a sidebar so that the ui that would be sitting on top of it gets access to the background image. Is there another way to do this without masks?
  4. There's no trace of it anywhere, but it was mentioned in this devlog, I was looking for a way to implement shaders and found the effectsLayer but it appears to no longer exist. Is there an article that talks about its removal? I saw some other features that were removed as well like glow shaders. Is it possible to use shaders in Phaser 3??
  5. Legomite

    Set max fps

    It stays 30 for a couple of seconds, but then rises to around 50 fps. I'm using game.loop.actualFps for the FPS
  6. Legomite

    Set max fps

    I was wondering, how do I set the max fps for the game? I believe there was something in the config but I can't find it in the docs. There was a target Fps but I don't know how to apply it
  7. Do you want the canvas to resize to the browser width and height?
  8. I have some pixel art that's combined with high resolution images. I want to disable the anti-alias on the pixel art because I'm scaling it.. Can anybody help?
  9. Maybe I'm totally missing something here, but I set the resolution of the game to window.devicePixelRatio, which sets it to 2, but upon doing so the width and the height go askew. It goes to 1600 and 1200. How do I make it obey the set width and height?
  10. What? VR applications needs 120 fps to be a decent VR experience. You can clearly see above 60 FPS, as there are monitors using a 120hz refresh (refreshes 120 times per second) which makes 120 fps incredibly smooth compared to 60 hz monitors (which are most screens). 60 FPS in VR would cause motion sickness
  11. First person, as in, a 3D game? You can't really do first person in a 2D game engine...
  12. Will the arcade physics be faster? Will arcade have support for surface friction for each body? And will it natively support slopes?
  13. String values for percentages?
  14. Will Phaser 3 support percentage values? (responsive UI!!!!) That would be cool to set position.x to a percentage value instead of a pixel value, or the font size and line height.
  15. Will bitmap text in Phaser 3 have multiple styles and colors support? That would be awesome!
  16. I'm not sure if it's a bug or if I'm not doing something right but the Phaser text resolution isn't automatically adjusting. I saw the example of high dpi and low dpi text which purposely sets the resolution of the lower one to "1". My MacBook has a 2880 x 1800 display and it always sets the resolution to "1". I manually adjusted it and it's really crisp at "6". Why won't it scale automatically? On my iPad it won't work either. The game is set to scale the width and height to the browser window. Please help!
  17. Is there a way to stop this? I tried 203px, it still looks weird...
  18. I have text that needs to be very crisp. It's pixelated text so I disabled autoRound and smoothed. It's clearer, but why is the width stretched? Instead of the square pixels being square, it's rectangle. Also, it's not extremely crisp. I have to increase the resolution to 2 to get it as good looking as the HTML element. Can someone help? (If you look close at "S" you can see the pixels as rectangles and how they overlap each other's corners instead of adhering to the grid)
  19. Will Phaser 3 have some sort of normal map integration like other engines?
  20. I made the text a child of a sprite and changed the width and height. The text got affected by the sprite's dimensions and now it looks weird. Is it possible to prevent text from being stretched by the parent?
  21. Can you specify the model of your MacBook and specs? My 2013 MacBook Pro runs the game at 60 fps
  22. I can't use a tile map. The entire world has to be dynamic. Every block has to be editable
  23. Bump. I'm back at this problem since the solution is kind of hacky. It works for now, but in the future, I want to implement NPC's, animals, etc. and changing forceX for the entire physics system might mess with how those other things interact with the world such as walking. I really don't want to switch from Arcade to P2 because my game is literally boxes, and slopes (I got a plugin for that) and P2 is incredibly overkill. Arcade is perfect besides the lack of friction, I need the game to run on mobile (currently 50 fps on my iPad Air) and it has a ton of physics bodies (every block has one). I can't make the player stop movement when the bodies are touching because the collision is only called when they're forced unto each other. It'll just stop the player for a millisecond and let it push back into the wall... Maybe increasing iteration count will help? I don't know how to do that in arcade. In P2 you can do Can anybody help??
  24. Do you have an examples of the code you're using to make the buttons?
  25. Have you set inputEnabled to true? sprite.inputEnabled = true;