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kahootbird

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Everything posted by kahootbird

  1. The code would look something like that below. Basically I'm wondering if you scale the stage to the screen size, if there is a way to adjust the mouse X and Y coordinates to the new size -- the coordinates provided I've found that it's a bit offset the further toward bottom right you go from the pointermove event. //Scale stage var resolution_width = 1024 var resolution_height = 768 app.stage.scale.x = window.innerWidth / screen_width; app.stage.scale.y = window.innerHeight / screen_height; //Get mouse x and y on mouse move app.stage.pointermove = moved; function moved(e) { console.lo
  2. Found a slight typo in the introduction - "chapions" should be champions. Amazing art. I second what others have said - could use slightly more explanation at the beginning to understand that four operations are being used to make 42 kill the enemies as i found it confusing at first and had to restart. Great concept for a game.
  3. I've noticed a lot of multiplayer games tend to end the domain name with ".io" I'm curious if this is a coincidence or if there is some reasoning behind it. For example - agar.io, slither.io, starve.io, slither even lists the google play game as "slither.io" and reddit has a listing for .io games https://www.reddit.com/r/IoGames/ Is there reasoning behind having a .io ending as opposed to a .com ending or is it coincidence? Just wondering if there is a reason for that trend. If you make a multiplayer game, should you also end with .io?
  4. So if non exclusive licenses go generally for $200-$500 how much do exclusive licenses generally go for these days?
  5. If one enemy ship fires on another there is no damage done - perhaps a bug.
  6. Technologies are rapidly shifting and I don't claim to be an expert (I don't know who reasonable could to a question like this) but I will give my best advice on this. A few thoughts / brainstorm: -Pixi.js is a means to access webgl. If your looking to get into gamedev, this is one viable option - but there is no sound output without another library. -A quick search on upwork.com returned 5 relevant results for "pixi" but that is only one source. -If your coming from a flash background and are an artist, you might look into animate.cc or an alternative. it's cloud based but does
  7. There is a reason people have roles in companies - if your a programmer it might be worth considering focusing just on that and outsourcing the artwork. Critique and improvement is a learning, time consuming and harsh process. That being said, consider joining an art developer community where you can get meaningful feedback on your work and how to improve than you can get here. If your focus is sprite work find a community focused on that. Read books on the subjects, read about 1,2 and 3 point perspective. Imitate artwork colors from photos or other drawings using a small palette.
  8. It's not a bad idea if you wanted to make it harder for someone to view the HTML portion of code, you could try it with javascript to decrypt the main portions of it client side live on the web and probably mobile. It would have to be fast enough that you would not lose performance. But if that's all it is then I don't see what's to stop someone from getting the content once it's decrypted, it just might make the standard file-save as feature of the browser non functional. I wouldn't call this absolute web security. The user has the decryption key if they really want to get content
  9. Is there any general guidelines about the resolution of the game? Why allow such a variety of technologies? WebGl, HTML5, Flash, and Unity. Does y8 regularly sponsor games made with any of these technologies? Asking out of genuine curiosity.
  10. I would think Ionic or maybe HTML5 + javascript with google maps might be worth a try, but I do not speak from experience with those, only what I have read. As for C/C++ modules, how are you going to compile that? Android uses java, and Apple devices use Objective-C. I suppose there is probably a utility to compile C to javascript if you google it. For general HTML5 game engine options, check this link: https://html5gameengine.com/ if you just want basic webgl, pixi is one option of many.
  11. Thanks for the tip! I attached a screenshot to the post.
  12. http://www.kahootbirdgames.com/Bumpercars/ Bumper cars game. Made with phaser P2 physics engine. Edit: Attached a screenshot
  13. Out of curiosity, are you spending all of your time making HTML5 games or just doing it on the side? I've always wondered the wisdom of either way given the somewhat new and volatile market.
  14. I rarely listen to music while working. Once I had a hard deadline to meet for a school project a couple years back and I was physically exhausted after work but needed an hour or so of work done for a hard deadline. I heard someone say they listened to hans zimmer and sure enough it actually helped. Dark Knight Soundtrack: Hans Zimmer is a famous movie composer with many tracks. I don't think I could listen to this particular track every day, particularity since it's composed more for a movie but occasionally it's interesting.
  15. Wait a sec - isn't marketJS developer driven though? i.e developers submit there games to the site expecting to get paid if the game sells? If I'm right in understanding that, then isn't it other developers who are ripping off these games and submitting to marketJS under the pretense of an original game?
  16. I hate to bump an old thread but I ran into the exact same problem - scaling is handled differently in older version of phaser. Anyone ever find a solution? Edit: I haven't found a solution to scale fullscreen but I did manage to figure out the problem starts in phaser version 2.2.0 http://phaser.io/download/release/2.2.0 Edit2: I solved the problem. I had a div id="gameContainer /div code in my game. When I removed that, scaling worked perfectly.
  17. I wouldn't call myself a veteran - but I read a lot to keep up with trends and nobody else is responding so I'll give answering your question a shot. 1: There is a lot of free information out there, so much so I understand it can be a bit daunting. It really depends on which technology or language you want to use - take your pick. One starting point would be the tutorials at phaser.io . HTML5 games are based on javascript libraries and kind of like a webpage packed into a game - see what people are using, consider your experience and make a decision, have some discipline to stick with it a w
  18. Your going to want to change the alpha value to a decimal. Okay, so I've used phaser and it looks like your using pure javascript (which is fine) but I will do my best here. I can't really run your code with a large snippet like that with images but I will try to tell you what I would do. You would want to do a quick test like: spriteObject.alpha = .5; If that works and the sprite is halfway transparent you will then want to add in your render loop (or whatever time loop your using) to set the transparency divided by the canvas height. In this case, 238. The idea being it goes from 100% vi
  19. Hello everyone, first post on the forums. I've made a few simple flash games off and on in the past and wanted to pick up phaser. I've completed my first game "Counting Sheep" It's inspired by the old adage that counting sheep will help you fall asleep. http://www.kahootbirdgames.com/tempp/
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