Sam

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Sam last won the day on February 10 2015

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About Sam

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    Advanced Member
  • Birthday May 5

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    http://samvieten.de

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    Male
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    NRW, Germany
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    Interfacedesign, graphicdesign, photography, guitars, games, cooking

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  1. Found the problem, but I wonder that it worked before: this.wave.addChildAt( wave_obj, i_counter ); I just rewrote it to this.wave.add( wave_obj ); <- sprite gets added to group. this.wave.addChildAt( wave_obj, i_counter ); Does not work but adds the sprites to the group successfully.. so this may be something to fix, or I even misunderstood the usage?
  2. I'm getting stuck with this issue. I've updated my projects from phaser 2.2 to current 2.3.0. and every collision isn't working any more. I'm using the arcade.physics system. Set up is (shortened): the collision handler does not fire. Group 1this.wave = this.add.group();this.wave.enableBody = true;this.wave.physicsBodyType = Phaser.Physics.ARCADE;game.physics.enable(this.wave, Phaser.Physics.ARCADE);Group 2this.player = this.add.group();this.player.enableBody = true;this.player.physicsBodyType = Phaser.Physics.ARCADE;game.physics.enable(this.player, Phaser.Physics.ARCADE);into update func:game.physics.arcade.collide( this.player, this.wave, this.collision, null, this);does not detect anything.Same goes with sprite vs. sprite, worked before.I tried different configurations since there are multiple ways and I do not know which one is actually the most updated:wave_obj.physicsBodyType = Phaser.Physics.ARCADE;game.physics.enable(wave_obj, Phaser.Physics.ARCADE);this.game.physics.arcade.enable(wave_obj);game.physics.arcade.enable( wave_obj );console output contains: type: 0 and physicsType: 0 - is that correct?c.Sprite {type: 0, physicsType: 0, position: c.Point, scale: c.Point, transformCallback: null…}Any ideas? suggestions, I've tried every syntax written above. with phaser 2.2 it worked. also tried: game.physics.startSystem(Phaser.Physics.ARCADE);game.physics.arcade.TOP_BOTTOM;with sprite vs spritegame.physics.enable( [ this.racer, wave_obj ], Phaser.Physics.ARCADE);game.physics.arcade.overlap instead of game.physics.arcade.collideregards
  3. Sam

    Invaders Breakout

    Thanks for your feedback Just pushed the first update to itunes Connect due to some bugfixes. Support for Android is not planned yet. But is possible in the future. meanwhile I'm working on some updates to this current game and another one, which will be released around fall 2015 (keyword: F-Zero ) If you like it consider to follow me on twitter: @sam_vieten Kind regards
  4. First Game for #ios released! Support! Available for #iPhone and #iPad https://itunes.apple...?l=de&ls=1&mt=8 #indiegame #gamedev #dev #indiegamedev #invaders #breakout Classic Games brought together, enjoy awesome gameplay and adorable graphics. See supported devices below* features: - 72 different levels - arcade mode - level mode - iPad & iPhone compatible - retina graphics - 2 favorite gameplays brought together - unique powerups - no advertising No Advertising, just gaming. Nothing else. Invaders Breakout is a classic indiegame based on two popular retro games. It combines the tricky parts of breakout with unique abilities that each invaders has. Try to complete all 72 levels and get the highest score! No in-game purchases, no advertising. Only for true gaming. Supported devices: iPhone 5, iPhone 5s, iPhone 5c, iPhone 6, iPhone 6+, iPad3, iPad4, iPad Mini 2, iPad Mini 3, iPad Air, iPad Air 2
  5. First Game for #ios released! Support! Available for #iPhone and #iPad https://itunes.apple.com/us/app/invaders-breakout/id956446467?l=de&ls=1&mt=8 #indiegame #gamedev #dev #indiegamedev #invaders #breakout Classic Games brought together, enjoy awesome gameplay and adorable graphics. See supported devices below* features: - 72 different levels - arcade mode - level mode - iPad & iPhone compatible - retina graphics - 2 favorite gameplays brought together - unique powerups - no advertising No Advertising, just gaming. Nothing else. Invaders Breakout is a classic indiegame based on two popular retro games. It combines the tricky parts of breakout with unique abilities that each invaders has. Try to complete all 72 levels and get the highest score! No in-game purchases, no advertising. Only for true gaming. Supported devices: iPhone 5, iPhone 5s, iPhone 5c, iPhone 6, iPhone 6+, iPad3, iPad4, iPad Mini 2, iPad Mini 3, iPad Air, iPad Air 2
  6. Invaders Breakout First Game for #ios released! Support! Available for #iPhone and #iPad https://itunes.apple.com/us/app/invaders-breakout/id956446467?l=de&ls=1&mt=8 #indiegame #gamedev #dev #indiegamedev #invaders #breakout Classic Games brought together, enjoy awesome gameplay and adorable graphics. See supported devices below* features: - 72 different levels - arcade mode - level mode - iPad & iPhone compatible - retina graphics - 2 favorite gameplays brought together - unique powerups - no advertising No Advertising, just gaming. Nothing else. Invaders Breakout is a classic indiegame based on two popular retro games. It combines the tricky parts of breakout with unique abilities that each invaders has. Try to complete all 72 levels and get the highest score! No in-game purchases, no advertising. Only for true gaming. Supported devices: iPhone 5, iPhone 5s, iPhone 5c, iPhone 6, iPhone 6+, iPad3, iPad4, iPad Mini 2, iPad Mini 3, iPad Air, iPad Air 2
  7. so collision now works. Another question is there a method to check for "overlapping" via z axis? further explanation: - collision and overlap methods are called when overlapping or colliding with the >stand< or the 3D bottom of an object. - is there a function that is called when the z axis overlaps without the 3D bottom of an object?
  8. okay problem was: calling game.physics.isoArcade.collide(isoGroup);and then checking for collision between two sprites. remove the line above and it works. marked open topic as solved. just doing the collide with sprite vs. sprite and not the line above - double-checking seems that the second collision gets ignored. Regards
  9. okay problem was: calling game.physics.isoArcade.collide(isoGroup); and then checking for collision between two sprites. remove the line above and it works. marked open topic as solved.
  10. Found it: this.player and this.pillar are in the same group. When I separate this.player into a second group and call: game.physics.isoArcade.collide(isoGroup2);game.iso.topologicalSort(isoGroup2);it works. But is this the common behavior? Do I have to check 2 different groups? And can I not check 2 Sprite in one group against each other? //EDIT: in the doc is written: that you can perform a isoSprite vs. isoSprite collision / overlap, but it seems that this isn't working. Just group vs group. cause of the typological order sprite vs. sprite would be better in order to handle the z overlapping. regards
  11. Found it: this.player and this.pillar are in the same group. When I separate this.player into a second group and call: game.physics.isoArcade.collide(isoGroup);game.iso.topologicalSort(isoGroup);it works. But is this the common behavior? Do I have to check 2 different groups? And can I not check 2 Sprite in one group against each other? regards
  12. I also posted this under the Plugin-post First of all ~ thank you for this awesome plugin for this awesome framework ~ Overlap / Collision I have run into a problem which I do not know how to solve or why it happens. using latesest Phaser 2.1 and isoPlugin. no big GameCode, small for testing: When I check for overlap or collision in the update fun, nothing happens. the overlap / collision always returns: false Create: this.game.physics.startSystem(Phaser.Plugin.Isometric.ISOARCADE);this.game.physics.isoArcade.gravity.setTo(0, 0, -500); this.player = game.add.isoSprite(300, 200, 0, 'cube', 0, isoGroup);this.player.anchor.set(0.5, 1);game.physics.isoArcade.enable(this.player);this.player.body.collideWorldBounds = true;this.player.body.bounce.set(0,0,0.3);this.pillar = game.add.isoSprite(400, 100, 400, 'pillar', 0, isoGroup);this.pillar.anchor.set(0.5, 1);game.physics.isoArcade.enable(this.pillar);this.pillar.body.collideWorldBounds = true;this.pillar.body.immovable = true;Update: game.physics.isoArcade.collide(isoGroup);game.iso.topologicalSort(isoGroup); this.game.physics.isoArcade.collide(this.player, this.pillar, this.behindObj, this);console.debug(game.physics.isoArcade.overlap(this.player, this.pillar, this.behindObj, this)); //returns falseSo I think that I missed something, but don't know what, maybe someone else knows? Regards
  13. First of all ~ thank you for this awesome plugin for this awesome framework ~ *opened a new topic* Overlap / Collision I have run into a problem which I do not know how to solve or why it happens. using latesest Phaser 2.1 and isoPlugin. no big GameCode, small for testing: When I check for overlap or collision in the update fun, nothing happens. the overlap / collision always returns: false Create: this.game.physics.startSystem(Phaser.Plugin.Isometric.ISOARCADE); this.game.physics.isoArcade.gravity.setTo(0, 0, -500); this.player = game.add.isoSprite(300, 200, 0, 'cube', 0, isoGroup); this.player.anchor.set(0.5, 1); game.physics.isoArcade.enable(this.player); this.player.body.collideWorldBounds = true; this.player.body.bounce.set(0,0,0.3); this.pillar = game.add.isoSprite(400, 100, 400, 'pillar', 0, isoGroup); this.pillar.anchor.set(0.5, 1); game.physics.isoArcade.enable(this.pillar); this.pillar.body.collideWorldBounds = true; this.pillar.body.immovable = true;Update: game.physics.isoArcade.collide(isoGroup); game.iso.topologicalSort(isoGroup); this.game.physics.isoArcade.collide(this.player, this.pillar, this.behindObj, this); console.debug(game.physics.isoArcade.overlap(this.player, this.pillar, this.behindObj, this)); //returns falseSo I think that I missed something, but don't know what, maybe someone else knows? Regards
  14. *facepalm* thanks, this is what I needed, just something to remind myself what a dumbass I can be
  15. @Rich now that I have been playing with phaser for a while it's time to release the first iOS game: I would like to provide some information about frameworks / engines etc that were used. so I like to implement the phaser-logo too. (If this is OK for you) In the master are some logos but the text-logos are not available as vectors. Can you please provide a logo that you would like to see implemented in games made with phaser? For my purposes a 1c logo would be perfect and as .eps or some vector format or high res pixeldata. Since all other logos are displayed in white and as text-logos the phaser-logo should match the whole design. If you would like to see something else ingame, feel free to give me feedback. Regards