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metalNumb

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Everything posted by metalNumb

  1. Thanks for your feedback !
  2. Hello, everyone ! Here's a game I have been working on forever. I am so grateful for phaserJS and the progress it has been through so far ! Thankful for everyone who has helped me on the forums through this journey. Please I appreciate your feedback. I hope you guys will enjoy it. -> GAME HERE Facebook page -> HERE
  3. Thanks for your idea ! Seems to be a lot of work for my JS/ Maths skills so far but would be fun to try something a bit advanced.
  4. I need to create a particle emitter that emits particles radially with a custom fade/ disappear timeout with radius. Any ideas how to do that with phaserJS ? Thanks !
  5. Thanks for the reply. I know animations can be more light-weight. But they are painful to do using Photoshop frame-by-frame and i practically suck at animation using flash ( for now ) What do you use for animations ? any good tutorial references ?
  6. Hey all. I wanted to use a particle emitter which particles move in a radial direction away from the source. [ If explosion needed, just start the emitter and configure it to run ONCE, for no gravity effect, particles go in random directions radially ] How can i do that? Thanks in advance !
  7. Is there a way to use accelerometer in phaserJS and get it to work in CocoonJS ? I have tried and it did not work unfortunately.
  8. Hey all ! I've tried using Gyro.JS for tilt detection. In the browser it works fine but when i wrap it in cocoonJS it just does not work at all. Is that a common issue ? Thanks.
  9. OK ! http://debian.as/~nano/gme/ So i found this and i think it is a great idea to play NFS files in an HTML5 game as i think it is faster and has ridiculously smaller size than wav/mp3. But i don't know how to use it !! Any help !?
  10. metalNumb

    Itch.io

    I really love it, but i hope it is secure enough. Either way it is VERY simple and i LOVE it.
  11. Thanks George. But if i want to create a graphics element that behaves same as sprite, what exactly should i add to the group...? because i can't attachChild() graphics to a sprite.... ( What's weird is... why does addChild() even exist in the Sprite class as long as it's not supposed to have added children , or maybe it's just my misunderstanding of what a child is ). Anyway your support is very appreciated. Thanks again.
  12. For debugging purposes, i enabled drag on the rectangles, and when i move some rectangles, other rectangles move. I also let the parent sprite not to be empty ( added an image to it). The behavior makes sense if you see it, but i don't know why it is happening ! (Try to drag one of the 'E' sprites, those are the parents ) This is weird. Any help ?
  13. i understand that. But how to position them at the same location as their parent ?
  14. OK ! Here's what is happening !!! http://pixos-metalnumb.c9.io/ I created a sprite class for the tiles (ColorTile), and each object of this class will attach a graphics object as a child. In its UPDATE part, when sprite is clicked, it updates a colorText , and it checks if the currentColor == this TileColor and if so.... kills sprite. - currentColor = RED. In the main game (MiniGame) i create these tile objects and add them to a grid group .... all by calling the function respawnGrid(); 2 Weird behaviors... 1- My code is supposed to be the same (before attaching child t
  15. OK ! Here's what is happening !!! http://pixos-metalnumb.c9.io/ I created a sprite class for the tiles (ColorTile), and each object of this class will attach a graphics object as a child. In its UPDATE part, when sprite is clicked, it updates a colorText , and it checks if the currentColor == this TileColor and if so.... kills sprite. - currentColor = RED. In the main game (MiniGame) i create these tile objects and add them to a grid group .... all by calling the function respawnGrid(); 2 Weird behaviors... 1- My code is supposed to be the same, but the grid now has additional spaci
  16. Hey guys ! So i know that phaserJS is based on PIXI.JS so i want to know how to do these cool effects using phaser ? http://www.goodboydigital.com/pixijs/examples/15/indexAll.html http://www.goodboydigital.com/pixijs/examples/15/indexBlur.html Thanks !
  17. Wow it's a great idea, It's like you've placed a grid layer to detect input on the rectangles. Will give it a try ! Thanks for the effort !
  18. @CtlAltDel Could you please explain the second option in more details or give an example ? Thank you.
  19. Thank you guys. It's just the fact that i want to avoid using sprites because i think primitives can be faster, especially on mobiles where performance might suffer. I want to be able to detect input on them and add animations or tweens and transformations like a usual sprite. EDIT: i think i also need to make every rectangle of the grid a separate graphics object then. Don't i ?
  20. Hey all ! I have a grid of graphics rectangles with randomized colors - i need to detect input on each of them individually. How to handle this ? Here's what i made. http://pixos-metalnumb.c9.io/ Thank you guys !!!
  21. Also i have increased the rate at which the spawnEnemy function is called to every 100ms and Internet Explorer had not even a hiccup of performance drop. ( That also caused more than 30 enemies to be shown on the screen at once, with everything working super smooth ), Also in chrome it did not change much. In mobile it maybe the case causing the performance drop, but on PC, there must be something else causing the jitters on chrome.
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