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Everything posted by pdiddles03

  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
  13. I don't think this is something most people need to consider. You could just say, great job! Don't find reasons to be offended over everything
  14. I made a game called "Poo Jumper" You are a runner out for a run, watch out for the poo! Dodge the dog poo in order to get the highest score possible! It can be downloaded for android: HERE
  15. You are a runner out for a run, watch out for the poo! Dodge the dog poo in order to get the highest score possible! Download Game: LINK
  16. I am trying to use the cocoonio canvas+ in order to get consistent performance out of my game. But when i scale my game with phaser and align it, canvas+ seems to ignore it. Possibly because it's scaled with CSS? Any way around this?
  17. As cool as i think this program could be, it's incredibly complicated, and when you make your game and run it, very very very slow
  18. Has anybody ever run into an issue where if they use a tiling sprite and use spritesheet image as a texture, they get a very fine 1px line between the repeat? is there a way to fix this?
  19. Nevermind, i just decided to use tint with a series of colors that change on a timer to show a hit.
  20. It's fascinating this is not something that is implemented into phaser to make it easier. I mean its in PIXI and phaser uses pixi
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