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About salcapolupo
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salcapolupo
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salcapolupo changed their profile photo
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...btw, I gave a chance to Jaguar for a while, but I am not very satisfied: very simple concept and cool approach, of course, but too much examples and advanced stuff difficult to manipolate and/or understand. And demo files not working in my browser, that was the worst... If Phaser could include some concrete support i.e with plugin or live example for developing point & click adventure games, would be great for all I suppose.
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salcapolupo reacted to a post in a topic: Experience webdev/beginner gamedev. Have some questions about Phaser.
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Is this totally free for developers? Nice service as I can see, really need it.
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Hello, I'm at work to my new platform game, and I'm in trouble about running a separate animation (different from the standard one, i.e. while running or walking) while the character is firing. I am using a single spreadsheet while loading : game.load.spritesheet('dude', 'sprites/dudeallmoves.png', 420, 300);this is the creating phase: // Our two animations, walking left and right. player.animations.add('left', [6, 5, 4, 3, 2, 1, 0], 10, true); player.animations.add('right', [9, 10, 11, 12, 13, 14, 15], 10, true); // fire left/right player.animations.add('fireleft', [22, 21, 20, 19, 18, 17, 16], 10, true); player.animations.add('fireright', [23, 24, 25, 26, 27, 28, 29], 10, true);so I can distinguish between directions with a single variable (direction="left", i.e). Now the weird stuff: when I walk all seems ok, but not when I try to fire (this is inside the update() function): if ( fireButton.isDown ) { player.animations.stop(); player.body.velocity.x = 0; if (direction=="left") player.animations.play('fireleft'); //this animation does not load??[...] }and nothing happens neither if I remove (just for test) the "direction" condition. I'm using Phaser 2.2.2, the latest available in my knowledge. I guess some code is wrong, can you give me some hints or impressions about?
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salcapolupo started following Animation cannot be activated with a button pression
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Had similar problem here, solved with Hady Hayman suggestion.
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Right way for calling a function on a click event, using Phaser States
salcapolupo replied to salcapolupo's topic in Phaser 2
You got the problem & the solution, thank you -
Hello everyone, I'm trying to test some state features in Phaser, but I got some problem here. I need to bind a call to a function for loading next state when user click on a button, i.e: BasicGame.MainMenu.prototype = { create: function () {[...] this.gameTitle.events.onInputDown.add( this.startgame, this); }, startgame: function () { alert("ok"); this.state.start('reception'); }, [...]}All seems ok but when I try to load page, nothing happens inside the "startgame" block (I expected to see "ok" alert, btw). What am I doing wrong, or what is the right way of doing this? Thanks in advance!
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Scaling the game when device in certain orientation
salcapolupo replied to Choeeey's topic in Phaser 2
What about your screen size and/or aspect ration? This kind of problems seems more related to HTML/CSS form of the page, but I could misunderstand question. Take a look mobile / responsive templates in Phaser, or take a look to screeen orientation in Android settings: http://developer.android.com/guide/topics/manifest/activity-element.html Perhaps, it is not very clear for me which device/browsing you are using for tests. -
Thanks creating a gesture manager seems the best way to approach problem.
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Not more than 4-5 games for book, in my opinion: many things need a detailed explanation and too much pages tends to discourage Great approach and idea, for me.
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I would like to develop some new videogame Phaser-based with touch support. Is there anything native for it? I cannot find anything useful for this, at least to my actual knowledge. Would be possible to integrate i.e Hammer.js and use it inside JS code Phaser-structured? Or am I missing something? Thanks :-)
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JS game remake in Phaser, more fluid and nice than previous version: http://getfreegames.org/zed-invaders-2-0