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About yigitozdemir

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  1. 2560 * 1800 is really big image. You can also try separating it to 512x360 images and put them in an atlas (note: It's always better to use images with power of two dimensions), just render required ones. You can control drawcalls using canvas renderer and firefox's canvas tool.
  2. Last week i was having an issue with Apple's Mobile devices like you. - Setting Viewport - Using spritesheets despite of single sprites were boosted my project's performance. Single sprites will make lot's of draw calls, which gives poor performance on iOS.
  3. Thank you for answers, both of suggested solutions work for me now
  4. Hi everyone, I am trying to move Phaser 3 and building a demo project that includes HUD menu. In Phaser 2, i was using sprite.fixedToCamera but i couldn't find a property that equals to fixedToCamera in docs. Is there a proper solution to implement HUD menus that won't be affected from main camera's zoom ratio? Thank you! Yiğit.
  5. Thank you for this great advice I don't have a portfolio about games yet but i have a Youtube Channel
  6. Hi, I am a Phaser developer, also i can develop Javascript and Node.js for your projects. Contact me for any further details. Edit: My YouTube Channel
  7. Hello everyone, I love to make games, but unfortunately i don't know how to make graphics for my games. This is the main reason of incomplete games. Is there anyone knows how to solve this? I am not looking for making "the best" graphics, but i just want to achieve moderate quality. Do you think can i learn some basic concept of computer graphics? Or must i outsource graphics design completely?
  8. Hello, I am creating a "break bricks" clone. I want to make objects fall with arcade physics. I enabled arcade physics and i made every brick collides with world bounds and each other. When i enable a brick's gravity on y axis, they fall behind other bricks and vibrate. Here is my code to create bricks. function drawBricks(){ brickObjectList = new Array(10); brickGroup = game.add.group(); for(var i = 0; i < brickList.length; i++){ brickObjectList[i] = new Array(10); for(var j = 0; j < brickList[i].length; j++){ var brickKey = getAssetName(brickList[i][j]); var brickObject = game.add.sprite(leftSlack + (i * 60), topSlack + (j*60), brickKey); game.physics.enable(brickObject, Phaser.Physics.ARCADE); brickObject.inputEnabled = true; brickObject.body.collideWorldBounds = true; brickObject.body.checkCollision.down = true; brickObject.body.checkCollision.up = true; brickObject.body.checkCollision.left = true; brickObject.body.checkCollision.right = true; brickObject.body.gravity.y = 20; brickGroup.add(brickObject); brickObject.events.onInputDown.add(clicked, {x: i, y: j}); brickObjectList[i][j] = brickObject; } } } And here i recorded a gif, what is actually happening: http://imgur.com/qiSPwaT Do you now what is the problem? How can i solve that problem? Thank you for your help.
  9. You can try: game.physics.arcade.enable(Player)
  10. Ohhh, thank you now its working, thank you so much
  11. Hi, I wanted to start contributing Phaser, so i need to test first what is my changes affect. So i installed both grunt and grunt-cli package via npm. I moved into phaser Directory, and wrote grunt. Here is output: Loading "Gruntfile.js" tasks...ERROR>> Error: Cannot find module 'load-grunt-config'Warning: Task "default" not found. Use --force to continue.Aborted due to warnings.And i said "yeah may it need gruntfile" and wrote a command again grunt --gruntfile Gruntfile.js Loading "Gruntfile.js" tasks...ERROR>> Error: Cannot find module 'load-grunt-config'Warning: Task "default" not found. Use --force to continue.Aborted due to warnings.So it gave me another error. Ok. It might be wrong, it may need tasks, i wrote again grunt --tasks tasks/ Loading "Gruntfile.js" tasks...ERROR>> Error: Cannot find module 'load-grunt-config'Loading "buildtsdoc.js" tasks...ERROR>> Error: Cannot find module 'typescript'Warning: Task "default" not found. Use --force to continue.This is my very first time using grunt, so i dont have an idea, what is error about. Can you help me to solve this error?
  12. I am using Yandex mail service From Turkey (from yandex.com.tr) so, i am sorry but i can not understand Russian
  13. Hello, I am a programmer, i can make java/javascript games, also i may try to do in C# but i am not good at C# as Java. I am looking for game making partner as a 2d graphics designer, if you have an idea and it makes sense, your idea will become real Revenue will be shared 50-50, it is crystal clear. if you are interesting send me pm or yigitozdemir [at] yandex [dot] com
  14. Hi, Nowadays i am making a new game with phaser, there is lots of objects moving on the canvas, also there is a huge map. I am not using a physics system for this game. There is 2400-4000 active objects same time. I saw the is a little bit laggy, so i wondered i may wrote bad Javascript code, or a browser can not handle that amount of live objects. If you had experience with that amount of objects can you tell me where is possible error? Thank you. Best regards.
  15. With spencerTL's contrubution i solved error. I took a look to button examples and documentation of loader. I've tried to implement like here:http://docs.phaser.io/Phaser.Button.html but right implemetation of Game.add.button is like this: http://docs.phaser.io/Phaser.GameObjectFactory.html#button So i updated my source code to this: var game = new Phaser.Game(500,500, Phaser.AUTO, 'gamediv');var button;var mainMenu = { preload : function() { game.load.spritesheet('new_game_button', 'asset/button/newgame.png',128,50); }, create : function() { button = game.add.button(50,50, 'new_game_button', function(){ console.log("h"); }, null, 2, 1 ,0); }, update : function() { }, }game.state.add('MainMenu', mainMenu);game.state.start('MainMenu');Thank you for all of your interest. Regards