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About lastnightsparty

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  1. Same issue here!
  2. I'm developing a game on Phaser that works on every single browser except for Safari. Scrolling tilemaps don't seem to work on Safari. Here's the game: As soon as you start to move the character, the tilemap disappears? (only on Safari) it worked like a charm in 2.1.4dev. Does anyone have a solution?
  3. Ahh, thank you. I'm having some other little glitches and this may point me in the right direction too...
  4. Hi, Is it possible to use other libraries like P5JS with Phaser? If so I can't figure out where to place the code within a state? Anyone know how?
  5. Thank you. Yes, similar question, but no answer to the question yet: Why use a function statement for a STATE when a simple object will do?
  6. Thanks Orbital, That's what I did. Wrapped it in a loop function: loopTween: function(){this.add.tween(this.sprite).to({ x: this.rnd.realInRange(-100, 100) }, 1000, Phaser.Easing.Quadratic.None) .to({ y: this.rnd.realInRange(-100, 100) }, 1000, Phaser.Easing.Quadratic.None) .start() .onComplete.add(this.loopTween, this);
  7. Hi, I've been trying to tween my sprite to random x and y co-ordinates in a loop, but after the initial random values are set it just loops between them instead of generating new random values. Anyone know how to solve this problem?? this.add.tween(this.sprite).to( { x: this.rnd.realInRange(-100, 100) }, 1000, Phaser.Easing.Linear.None) .to( { y: this.rnd.realInRange(-100, 100) }, 1000, Phaser.Easing.Linear.None) .loop() .start();
  8. Hi SoulBeaver, I encountered this error also a few weeks ago. The simple fix for me was to make sure that no tiles in Tiled used 'rotation'. Phaser doesn't seem to recognize rotation in Tiled. It's best to create a new rotated file and add it to the tile set.
  9. Hi guys, When I create a new state.js file for my game I simply start with: var gameState = { preload: function(){ etc... but I've noticed that in most tutorials they use this syntax: var gameState = function(game){}; gameState.prototype ={ preload: function(){ etc... Both work in my games. But what is the difference between them? (especially since the first is shorter) Thanks for your help!
  10. Hi, I've run into this same problem where there seems to be no solution to making the smoothed=false actually work. Is there a new implementation in phaser 2.1? This should do it, but it doesn't: var game = new Phaser.Game(284, 160, Phaser.AUTO, 'Stage', null, false, false);
  11. Well, that worked like a charm. I must have missed this version by mere minutes. Thank you!!
  12. Hey guys, I've been curiously following this thread hoping that my problems with updating to 2.1.3 would be solved. I can't tell if the new version is incompatible with Tiles, Camera or something else, but here is a non-working version with 2.1.3 (the latest DEV as of today): Any ideas?
  13. You should know... I just upgraded and doesn't work in my most recent game.