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Everything posted by Deino
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Is the market so saturated that luck overshadows quality?
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This is the code from my partially complete game, I ran into this problem with the animation part var game = new Phaser.Game(1350,600,Phaser.AUTO,'gameDiv');var mainState = { preload: function() { game.load.spritesheet('dude','assets/dude.png',32,48); game.load.image('wh','assets/wallHorizontal.png'); game.load.image('ground','assets/Ground.png'); }, create: function() { game.stage.backgroundColor = '#DB7093'; this.dude = game.add.sprite(80,482,'dude'); this.wh = game.add.sprite(10,10,'wh'); this.ground = game.add.sprite(0,530,'ground'); this.ground2 = game
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Hello, I am an electronics student currently learning game development along with my artist friend. I have been leaning Phaser. I want to know the current situation in HTML5 game scene. I know the old days of gold-rush are over. I want to know if HTML5 game development still remains the low-risk comparatively higher return 'genre' as it used to be? Are sponsors paying on time or do they take months like some horror stories claim, even if the quality is optimum? How is the contract market and how to find contract works?
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Hey everyone, I succeeded in adding animations to my character but it keeps running off the platform, I want it not to jump again until it has reached the platform as well. var game = new Phaser.Game(800,600,Phaser.AUTO,'gameDiv');var mainState = { preload: function() { game.load.spritesheet('dude','assets/dude.png',32,48); game.load.image('wh','assets/wallHorizontal.png'); }, create: function() { game.physics.startSystem(Phaser.Physics.ARCADE); game.stage.backgroundColor = '#71c5cf'; this.dude = game.add.sprite(400,330,'dude'); this.wh = game.add.sprite(380,380,'wh'); game.physics.arca
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Here is a game I wrote, I want to advance the level as soon as all the coins are collected. How can I do that? I can create another state but I don't know how to proceed from there var game = new Phaser.Game(1000,600, Phaser.AUTO, 'gameDiv');var mainState = { preload: function() { game.stage.backgroundColor = "#71c5cf"; game.load.image('ball','assets/fireball.png'); game.load.image('wv','assets/wallVertical.png'); game.load.image('wh','assets/wallHorizontal.png'); game.load.image('coin','assets/coin.png'); }, create: function() { game.physics.startSystem(Phaser.Physics.ARCADE); this
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This is a small game I made, I need the coins to disappear as soon as the player touches them. I tried giving the coins high velocity so they can move away but that does not work very well. var game = new Phaser.Game(1000,600, Phaser.AUTO, 'gameDiv');var mainState = { preload: function() { game.stage.backgroundColor = "#71c5cf"; game.load.image('ball','assets/fireball.png'); game.load.image('wv','assets/wallVertical.png'); game.load.image('wh','assets/wallHorizontal.png'); game.load.image('coin','assets/coin.png'); }, create: function() { game.physics.startSystem(Phaser.Physics.ARCADE);
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I am new to Phaser-Javascript, I can't figure out why this piece of code is not working var game = new Phaser.Game(400, 490, Phaser.AUTO, 'gameDiv'); var mainState = { preload: function() { game.stage.backgroundColor = "#71c5cf"; game.load.image('ball','assets/fireball.png'); }, create: function() { game.physics.startSystem(Phaser.Physics.ARCADE); this.ball = this.game.add.sprite(100,250,'ball'); game.physics.arcade.enable(this.ball); var spaceKey = this.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); spaceKey.onDown.add(this.jump, this); this.ball.body.gravity.y = 100