hyude

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About hyude

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    Advanced Member
  • Birthday 12/28/1989

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  • Gender
    Male
  • Location
    Bandung
  • Interests
    Gamedev, Design, Riddle

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  1. So, is there any solution for this which doesn't change the font into BitmapFonts? I also encounter this bug, and search for a quick fix.
  2. Ahh, that makes sense. So if I include Splash Screen for about 3-5 second, the font should probably finsihed loading. Is that a reasonable workaround for this?
  3. Does that mean, that my case is the expected behavior of using fontface? Does fontface is loaded differently than any other asset, that somehow it is still loading even after window.onload event triggered?
  4. I have posted it in my other thread, but it seems better to add it in new Thread, because the latter is already answered. I have tried using fontface for .ttf file. However strange things occured. Somehow, the font is not loaded (thus using default font) when the first time I use it. However, when I restart the game state (using Game.state.play('current_state')), the font works. Setting the text manually using font.text = 'my_string' also fixed this problem. My guess is, the cause for that is because the font hasn't finished loaded when phaser object created. This is more confusing because I create phaser object at window.onload event (so, it will fired after all resources load finished). Even more so, I go through Boot State and Preloader State before going into Play State. Can anyone give me insight on that? What might cause this behavior Thank you.
  5. hyude

    Using .tiff Font

    Hello. I have tried using fontface for .ttf file. However strange things occured. Somehow, the font is not loaded (thus using default font) when the first time I use it. However, when I retart the game state (using Game.state.play('statename')), the font works. My guess is, the cause for that is because the font hasn't finished loaded when phaser object created. This is more confusing because I create phaser object at window.onload event (so, it will fired after all resources load finished). Even more so, I go through Boot State and Preloader State before going into Play State. Can anyone give me insight on that? What might cause this behavior
  6. hyude

    Using .tiff Font

    Hello, Is there any way I can use .tiff as Font? I have read in docs, and I can't find it. BitmapFont can only use font from png, or using google webfont. Is there any way I can use .tiff file for font in my game? Thank you
  7. Thank you for your help, I have been able to create what I need to using Sprite.mask and Pivot from Phaser.Graphics. And also, your pie progress class is awesome!
  8. Thank you for your help. Another question : Regarding sprite pixel masking, let say I want to mask a sprite with a rectangle/circle, which rotated with tween. How can I do that? In simple term, how can I able to rotate masking area?
  9. Hello. I need some idea to implement feature in my game. 1. When player gain score, I want the gained score to be added gradually, so the animation will look smoother. I have the idea to use Phaser Tween class for this. However, the tween process results in the score being a floating number when in process. Is there any way to use implement this so it only tween integer value? I know I can manually use timer for this, but it seems costly, and might create many trash object afterwards. 2. Does Phaser have a Shape-object which can act like sprite? For example a rectangle, circle, or triangle which can be rotated, scaled, moved, tweened as easily as sprite does. I need those shape to achieve a circular status bar. Thank you.
  10. Thank you very much hustlerinc and sam, that was exactly what I needed to know. So 1024 x 768 should be my default dimension, I get it. Another related question then. In your explanation, you have 2 method for loading, either loadNormal or with retina. Does that means the assets in retina are always double resolution of normal assets? And if that so, is it better to load all asset once, (during preloader), or load it when it needed (e.g when about to start the level, it loads assets needed for that level)?
  11. I am making games which targeted toward several platform Android DeviceWindows Phone DeviceWeb Browser (as HTML5 game) What dimension should I aim for my game in this case? I am planning to wrap Phaser with CocoonJS for those platform target. Any suggestion?
  12. Hello. What is the recommended Game Dimension (Width & Height). Most tutorial use 600x400 dimension, which I think is very small. I tried using a high-res assets for my game, and use 2.000 x 1.600 dimension, I tested it in my browser (Google Chrome), and it starts to cause my laptop to lag by a a lot. So, what is the recommended size for phaser (which you usually use), so game can run smoothly, while delivering high-res assets? Thank you.
  13. That is the problem, in other thread rich said that removing assets from Phaser Cache does not actually remove it from memory, because it is still used by internal pixi object, which is a huge deal. So, what is the correct way to remove assets from memory, that is to prevent out of memory error.
  14. Hello, I have been wondering what is the best way to manage assets in Phaser. From all examples and tutorial I have seen, most of them only loads the assets needed, and never unload them. If my game use heavy assets, there should have been a way to manage assets in memory (load and unload them), but in previous thread I have read, it is said that clearing assets from cache does not actually unload them from memory, due to it is still used by internal pixi system. So, how do I load/unload assets properly in phaser? since I am pretty sure not clearing the assets will inevitably create out of memory error. Thank you.
  15. Edit : Wait, but doesnt that code means Phaser initialize game.state object to referenced at State Manager with given pendingState? My question is why the basic function object which get added by game.state.add(obj) somehow get all their properties? Where does this happen?