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xaviserrag

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    xaviserrag

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  1. Hello @staff0rd! First of all thanks a lot for the feedback. We are working on the crashes right now, we've solved a few of them though . About the algorithm that creates random games, we're thinking about change it so there is no repeated puzzles on the game, it will increases the game playability. Cheers!
  2. @staff0rd The loading time is quite long, it seems that the bgmusic is really weigthy. Can you wait a little and see if that's the problem? Thanks for the feedbacks
  3. Hello! Me and a few friends made this game for the global game jam 2016, hope you like it http://globalgamejam.org/2016/games/test-3 You can play it directly here: http://thetest.herokuapp.com
  4. Almost all the sounds were recorded on the jam! jaja Thanks
  5. Hi guys! Me and a few friends made this game in 36 hours for the King Game Jam at Barcelona. Hope you like it. http://sweetyjourney.herokuapp.com/
  6. you only need to convert those properties from private to public on the state that youre working. A way of doing this is making the variable a property of the object, setting the variable on the this like in the example. Then on the update you use the variable as this.someVariable So the example would be: // Instead of var bulletsthis.bullets = this.add.group();
  7. I think that there is no way to do this, but a way to simulate the effect is that where you change the rotation always do the currentRotation + the rotation that you want to apply. sprite.rotation = sprite.rotation + 135;
  8. You can pass a context to a callback in Phaser. There are two ways that probably will solve your problem. The first one is passing the context of the object and setting the variable to public as a property of the object. The problem with the Tom Atom solution is that objectCategory is "private" so passing the context won't help unless you put the variable as a property of the object, see the example: function probalbyCreateFunction() { this.objectCategory = 'test'; game.input.addMoveCallback(function(pointer, x, y, state) { console.log(this.objectCategory); }, this); }You could
  9. Great boilerplate, haver you heard about yeoman? You could create one so everyone could have an easier access to your boilerplate. Tutorial to create a yeoman generator -> http://yeoman.io/authoring/ @drhayes -> jasmine is used for unit testing, not for behaviour testing :-)
  10. Thanks mate, I'll probably post something in the showcase forum when the app port to ios is done. We're working on the problem about remembering wich swipe kills the enemy. The problem of the Super Human wasn't expected, and it really gives a bad gameplay if it happens. Cheers!
  11. Working fine with me, using webGL, maybe on your pc is using canvas renderer because is setted to auto? can't figure what else could be. What version of chrome are you using?
  12. I'm working with forceSingleUpdate = false, and yes is a little weird. I'll do this manually with the timeScale until I find another way. Thanks!
  13. I'm working on 2.3. Using timescale on the tweens seems to work, but I think that this should be a default behaviour.
  14. Hello, Today i was testing my game on different devices, and on normal/low devices I've been aware of a problem with the tweens. I've noticed that the duration of the tweens when the fps drop from 60 to 30 or less is a lot slower, i thought that the time that you put on the tween was real time, now I supose that the time is an internal clock that is related to the fps. In conclusion, when the fps decrease, the tween is slower than expected. How do you think I could fix this? Thanks
  15. Hello! I've been working on a game for this last ludum dare with Phaser. All the art, code and sounds are made from the scratch since the ludum dare started . Here is the link of the game: http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=53105 I'm waiting for your feedback, thanks
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