Sam

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Everything posted by Sam

  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
  16. so it turns out that it isn't working at all also with a new blank project. with an old phaser version (1.2) there is no problem with using filters. phaser 2.2 just returns: undefined is not a function if you want to use filters by. game.filter.add("filter name");can anybody reproduce the error?
  17. Still can not get any filter to work with a blank project. seems like this is no longer working? game.add.filterinit game (WEBGL) etc. - just loading the filter script - creating the : game.add.filter("filtername"); - updatefunc for filter I'm only getting the error: undefined is not a function - as result of game.add.filter. :/ anybody knows what I'm doing wrong? regards
  18. Yeah I know that. But filters don't work at all. game.add.filter returns : undefined is not a function ... regards
  19. Hey, maybe I haven't catched the news but: are filters outdated in phaser 2.2? the examples do not seem to work and when I call: game.add.filter('lightBeam');I only get: undefined is not a functionThe filter was loaded before via game.load.scriptRegards
  20. iOS 7 disabled fullscreen and hiding of statusbar. It is still possible to hide the statusbar / simulate fullscreen if the website is bookmarked to the homescreen. Anyway you can do this by using a wrapper as Cordover or cocoonJS.
  21. I know you were asking about scaling, but since you have this graphics in high resolution, why not save them all as 50% - to load the different assets you can use a code like this (small and easy): var deviceWidth = navigator.isCocoonJS ? window.innerWidth : 1024,deviceHeight = navigator.isCocoonJS ? window.innerHeight : 768;var game = new Phaser.Game(deviceWidth,deviceHeight,Phaser.CANVAS,'',{preload: preload, create: create});you pick the real device solution with deviceWidth and "Height. now you can set: var ratio = 1;if( deviceWidth > 1200 ){ratio = 2;}this variable is important for margins ( example: game.width - 200 * ratio ) - return - 200 for small resolution and - 400 for high resolution, since the base resolution is doubled on larger iPads. but you can use this to load graphics which are saves as @2x and @1x. Load assets: this.load.image( 'logo', 'assets/@'+pixelratio+'x/logo.png' );regards
  22. You are welcome
  23. using cocoonJS + ttf, works perfectly fine on many project. first be sure you are using the original font name, which the font is set to @font-face { font-family: 'fontUseName'; src: url('fonts/fontname.ttf'); }looks like you have set this alright. be sure that you store your font into the ./fonts folder. You have set this alright too. 3. Here is the code which I use to set the font. works perfectly_ ( written the long way for better understanding ). this.menuTextPLAY = this.game.add.text(x, y, "TEXT"); this.menuTextPLAY.font = "BPdots"; this.menuTextPLAY.fontSize = 30 * pixelratio + "px"; this.menuTextPLAY.fill ="#ffffff"; this.menuTextPLAY.x = game.width / 2 - this.menuTextPLAY.width / 2; this.menuTextPLAY.y = game.height - 200 * pixelratio; this.menuTextPLAY.setText('Play');Works at 60FPS with physics, collisions, 50 sprites on canvas+ mode ( okay maybe more sprite - but thats basically what happens at the same time in my code ) The only thing which crashes cocoonJS on my machine with a black screen over more than 5 minutes was using WEBGL. I don't know why or how or what happened. But since WEBGL is very slow on iOS using CocoonJS I use Canvas+ never had such a problem. hope that helps anyway. regards
  24. nope, working a lot with cocoonjs, does not have problems like is. in fact since the last mini fixes it performes better then ever. this sound like it has 1. to do s.t. with your code or at 2. with cocoonJS. maybe it is ev en betterto open a post at does not soznd like a phaser issue. try a clean phaser project with only one sprite and see if this works. why do you use webview? canvas is much faster and better supported? at least there were issues with the webview in cocoonJS. there is a fix for android . ios still pending. regards
  25. Sam

    Using .tiff Font

    .TTF I'm aware that the question was about .tiff - which even seems to be the wrong format for all kinds of usage as a font. You can easily import .TIFF into Photoshop (or something even) and export a .png or whatever you need. and with the exported files you can also generate an bitmap font if you wish so. still as a Designer I can tell you that every "good" font comes in ttf / otf Formats. .tiff as a font format is probably wrong. and .otf should be used for print media.