Preece

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  1. Hi BrenX, unfortunately I did not find a solution. I just decided to stay with 2.3.
  2. Thanks Staff0rd! Try going up to them and hitting "up" on the d-pad
  3. Hey guys, sorry about that. I am working on a new intro area, so it's really incomplete when you start! I've removed the purple door so that you can now go into the level. Thanks for trying it out.
  4. A few more goodies. You can now kind of examine stuff in the world and see what Frauki has to say about it: Plus some other little fun things:
  5. Thanks for the responses everyone. I am using both solutions, what tips4design and Rich suggested. In the render function, I am drawing the UI elements from the cache and then drawing them scaled up to the secondary canvas. For the bitmap text, I am going to retarget its render call.
  6. In my game, I am hiding the primary phaser canvas, and the creating a new one that the hidden canvas is rendered to each frame. This is for two reasons: ensure crisp rendering of the pixel art in the game, and allow sub-pixel movement of the camera by offsetting the render amount. This all works fine. The problem is with UI overlay elements. Because the UI elements are rendered to the primary canvas, their position can only be in unscaled pixel coordinates. This leads the UI to be jittery, because the camera can move sub-pixels, while the UI can not. The solution I would prefer for this, would be some method to render the UI elements directly to the scaled canvas, instead of the hidden, unscaled canvas. Then, I would just use pre-scaled versions of the UI for whatever scale factor the user chose. To put in simpler terms, is there a way to have an element render to a canvas other than the one specified by the game?
  7. Been working on secondary weapons recently. These use the special orange energy you get from fighting enemies. Here is a buzz saw that works like a roll, but also tears through enemies really well And here is a projectile. It doesn't do damage, but it's good at stunning enemies to give you an attack opening!
  8. Over the last couple of weeks, I have been working a lot on the combat. The game now slows down when you land a hit (or get hit), to help emphasize and clarify what's going on. I've also added and refined a lot of effects that make it more interesting. For instance, when you clash swords with an enemy, the sparks that come out now look a lot better, and when you attack there are cool little energy particles that trail off your sword. I have changed the energy system somewhat. There is now a second little energy bar that will fill up as you fight, and you can spend this energy on special attacks. Previously JctWood asked about weapon switching, and this special energy is what they will use. So, you will always have your normal energy sword, but you can swap out secondary weapons that give you more options. I have a lot of ideas for what these could be, but ultimately I would like to reduce it to maybe 3-5 ones that are really cool. In the process of finding those I will be trying out lots of different stuff though ;D Sorry that the gif is poor quality. I'm trying to find a way to get something that looks crisp and smooth, and that isn't a huge file either. Thank you so much for trying it out ! I'm still trying to find the perfect balance of movement with the camera, I'll keep tweaking it, thanks.
  9. I just resolved a problem that I believe may be the same one you are experiencing. New versions of Tiled include the possibility to use gzip or zlib compression on tile data in JSON exports. Phaser does not support this yet. To fix it, open your map in Tiled, go to "Map -> Map Properties". Then, in the properties box, look for Tile Layer Format. Switch this to CSV, and export your map. Should then work.
  10. Frauki's Adventure preecedev.tumblr.com Demo (Playable in browser) Frauki's Adventure is a melee combat platformer where you explore down to the mysterious center of the world. The whole world is one big map where you unlock shortcuts, discover secrets, and fight tricky baddies. Inspired by Dark Souls and Mega Man X. Controls: Ideally, use a gamepad! if you dont have one, Arrow Keys - move Space - Jump Z - Attack X - Roll I've been working on the project for about a year in my spare time. I worked with a pixel artist for a while, but he had to move on. You can see his awesome animations in the game. I am looking for another pixel artist to help me bring this game to the finish. I'm not sure if i'm going to sell it or just give it out for free. PM or email me if you're interested. I'll be posting occasional updates here, along with some footage and images. Thanks for reading!
  11. I just tried upgrading from 2.3.0 to 2.4.0 (and 2.4.2). it caused the performance of my game to basically bottom out at 1 FPS. With Phaser 2.3 I get 60 FPS pretty easily. I've investigated a bit, and it seems that the objects preUpdate is now consuming an obscene amount of time. The game contains a large multi-layered map with a lot of enemies all over it. I currently have a system that will disable the enemies body and bail out of their update function if they are on a different layer or outside of the camera. I suppose some change modified what happened in the preUpdate for the sprites or their bodies and now is being called for every enemy and object anywhere on the map. The collision calls also seem to be significantly slower for some reason. When I remove all objects, the performance is still shaky. Only when I remove both all objects and prevent any collision from happening does the performance return to where it was. Also, a problem from earlier versions of Phaser seems to have returned. The performance takes a massive hit when moving through a tilemap, vs standing still. Is anyone else using large tile maps, with many objects, experiencing this performance problem? Any ideas on what is the cause? Thanks.
  12. These are usually automatically generated by something like TexturePacker. Texture packer will turn a series of individual frame images into one big image, and cut out all the extra wasted space around each one. Source size holds onto the initial size of the image, and the positioning of that frame within the image. That is important because of the way the animation can change how the object is positioned within the frame.
  13. Hmm looks like the problems are all back... Was 2.2.3 removed from the dev branch? When I load it says 2.2.2-dev.
  14. Or perhaps, move the body forward in increments of the width/height of the bounding box. Then, if a collision is found, you could revert to the previous increment and go pixel by pixel.
  15. Would it be possible to put a flag on the arcade body that would cause it to change the exact method of its collision detection like this: Instead of checking only the delta position of the body, it would instead check each position pixel by pixel. So, if the bodies velocity would propel it forward 10 pixels, instead of just checking the collision of the body moved forward 10 pixels, it would check 10 times, moving the body 1 pixel each time. I realize this is far more expensive, but my thinking is that if there was just a flag that sent something into this mode, it could be used sparingly. For instance, I would only need to turn this flag on as the character was rolling or doing something that caused her to move exceptionally fast.