Arcanorum

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  1. Like
    Arcanorum reacted to Arcanorum in I have no clue how to read the API!   
    Personally I think that content of the docs would be more useful in more of a wiki format, where people can add/expand/refine definitions, add examples, use cases, common problems and their solutions, etc.
     
    Maybe a HTML5 Game Dev wiki with a section for Phaser or (your framework of choice)?
  2. Like
    Arcanorum got a reaction from Massemassimo in I have no clue how to read the API!   
    Personally I think that content of the docs would be more useful in more of a wiki format, where people can add/expand/refine definitions, add examples, use cases, common problems and their solutions, etc.
     
    Maybe a HTML5 Game Dev wiki with a section for Phaser or (your framework of choice)?
  3. Like
    Arcanorum reacted to AshleyScirra in Best audio format to use: mp3, wav, or ogg?   
    Technically, using MP3 makes you liable for a $2500 fee if your game is played over 5000 times. Flash is exempt from this rule but HTML5 is not. MPEG-4 AAC on the other hand plays everywhere MP3 does, is better quality, and does not have a use fee (only the encoders are charged for). A couple of years ago we confirmed all of this with an MP3 licensing representative while developing Construct 2. (It only uses AAC and does not in fact even support playing MP3s.)
     
    You should not touch MP3 with a barge pole.
  4. Like
    Arcanorum reacted to MrRoboman in Showing body of a group of sprites in debug?   
    Here's my solution:
    function render() { // call renderGroup on each of the alive members group.forEachAlive(renderGroup, this);}function renderGroup(member) { game.debug.body(member);} It's a work around, but it works!
  5. Like
    Arcanorum reacted to rich in Phaser Path Manager sneak peak   
    I'm pleased to say that the new Phaser Path Manager plugin is now feature complete Created by Pete Baron and myself it's a really powerful pathing system that allows you to create complex paths with ease, and have any sprite traverse them, any way you want.
     
    The paths use Hermite curves and you can control the accuracy of them dynamically. Path nodes emit events when objects reach them, allowing you to create all kinds of options.
     
    Any object with an exposed x/y coordinate can follow a Path, but obviously they're perfect for Sprites. You can control the speed of each Sprite along the path independently and they can even orientate to the path or not, with their own angle offset as well.
     
    Paths are defined using a simple json structure and many Sprites can share the same path data, minimising memory use. They even work with Arcade Physics objects Use them to create interesting attack patterns in a shoot-em-up, to allow characters to follow irregular shaped terrain, or for special effects and intro sequences. We believe Paths are a genuinely useful addition to most genres of game.
     
    Full disclosure: This will be the first commercial plugin we've ever released for Phaser, and as such will be a bit of an experiment to test the market.  There will be a number of different packages available to match all budgets.
     
    I'll announce more details as we near release.
  6. Like
    Arcanorum got a reaction from Nepoxx in Have one "body" attract all other "bodies". Basically have the earth with gravity.   
    What I mean by don't use SO like a Q&A site is that people shouldn't just dump their own specific, situational problems there expecting someone to come along and work it out for them. The Q&A aspect of SO is meant to serve as a way to grow a repository of useful knowledge, not just to be someones own personal helpdesk.
  7. Like
    Arcanorum got a reaction from eguneys in I have no clue how to read the API!   
    Personally I think that content of the docs would be more useful in more of a wiki format, where people can add/expand/refine definitions, add examples, use cases, common problems and their solutions, etc.
     
    Maybe a HTML5 Game Dev wiki with a section for Phaser or (your framework of choice)?
  8. Like
    Arcanorum got a reaction from ram64 in I have no clue how to read the API!   
    Personally I think that content of the docs would be more useful in more of a wiki format, where people can add/expand/refine definitions, add examples, use cases, common problems and their solutions, etc.
     
    Maybe a HTML5 Game Dev wiki with a section for Phaser or (your framework of choice)?
  9. Like
    Arcanorum reacted to beeglebug in The Phaser 3 Wishlist Thread :)   
    Personally I'd like a move towards a more entity/component system for game objects, so everything isn't a sprite with loads of extra properties and methods rammed onto it, which always feels messy to me, I'd much prefer a lightweight generic entity with a nice encapsulate sprite property.