pdiddles03

Members
  • Content Count

    137
  • Joined

  • Last visited

About pdiddles03

  • Rank
    Advanced Member

Recent Profile Visitors

1708 profile views
  1. That's absolutely awesome I will go check out your projects now. I feel like the drawing of a tiny canvas that's scaled up with a css transform won't be to intensive. I got the idea pico8
  2. there is your issue. you should not be using settimeout for a game loop.
  3. I've been dabbling in a platform lately called Pico8. The resolution of it is 128 x 128 and it seems to run just fine in web. It got me thinking, is WebGL necessary for a game that is 240x136, and scaled up via CSS? so far the performance i get seems just fine. Obviously WebGL is superior. But for a basic platformer game that is pretty tiny, is it something i need?
  4. I decided it might be a good time + idea to start converting my platformer to phaser 3 as i am working on it. For me to do this, i need to know a few things... How do i scale the game up to fit the screen but maintain it's ratio? How do i sharpen the graphics so they are not blurry.
  5. I'm creating multiple layers of objects and tiles in tiled and importing it into phaser. Few problems i am facing is when i change the vertical or horizontal offset of the layer, it disregards that in the import. Also, how do i manually change the position of a layer? "layer.position.setTo" doesn't seem to work as it does with almost everything else.
  6. From experience, performance no android using cordova isn't very good when it comes to hybrid games written in webgl. Installing crosswalk along with it will improve things but increase your size to over 20 mb. Phaser is not supported, but cocoon.io is a good way to get great performance, you can package your game with a barebones striped down browser that doesn't have much support for any tags. unfortunately for phaser, the method it uses to preload is using the dom elements that don't exist in cocoon
  7. Actually, please ignore this post. Instead of tweening the x position, i set the x velocity, and then tweened it down to 0.
  8. Why is there no collision with phaserjs tweening of the player position? is there a way to have the velocity change along with the tween?
  9. what does renderTexture do on this page? https://phaser.io/examples/v2/demoscene/starfield
  10. Forgive me if I a, wrong, but es6 is JavaScript. Do you mean Babel?
  11. No. It looks like when i round the pixels this is a problem.
  12. I'm writing my own map using my own method to parse through arrays in order to create a map. if you visit the link i provided, if you hit the right key , keep it down and jump when you are colliding to the right, you get some undesired results. Any thoughts on why this happened? http://calebprenger.com/happytrex