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About salcapolupo

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  1. Viaggio nelle fabbriche dei “Mi piace” di Facebook

  2. ...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.
  3. Is this totally free for developers? Nice service as I can see, really need it.
  4. 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")'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?
  5. Had similar problem here, solved with Hady Hayman suggestion.
  6. 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.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!
  7. 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: Perhaps, it is not very clear for me which device/browsing you are using for tests.
  8. Thanks creating a gesture manager seems the best way to approach problem.
  9. 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.
  10. 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 :-)
  11. JS game remake in Phaser, more fluid and nice than previous version: