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About smartyMARTY

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  1. Same here, classical music or folk music, no lyrics. Really helps me think. I think I heard that too... but isn't that for developing children
  2. Just trying to do something fun on the side.

  3. Same as this one: Or this one: Seems to be asked a lot. Is there any documentation on using sensors for p2 and/or links? If not, perhaps someone with experience using them could suggest a write-up for it in the docs?
  4. I have a quick question that I need to ask. I am using Phaser 2.6.2 and was wondering if I could get some help on detecting nearby overlaps using P2 exclusively (at the moment and I would hope to keep it that way for the purpose to not manage multiple physics engines). So my question is, how do I go about this? I am new to Phaser and had troubles finding working examples. OR If anybody has good solutions to the problem of real time combat in a top down 2D game with melee weapons and how to detect hits efficiently, that would be great! I also need this type of proximity detection for my AI as well, so that would be awesome too! THANKS!
  5. Thank you so much for the in-depth and professional feedback. It is much appreciated! I will be taking a lot of tips from this on the next UI Refactor. I never considered the weighting issue, but now that you pointed it out I will definitely investigate on how to apply those fields better. Again, thank you so much for the feedback
  6. I am using WebSockets for my game and only use traditional HTTP Requests in response to an action when needed - like loading player info. I have always hated long polling so when I could, the first thing I did was use websockets, I didn't regret it. There are also a lot of libraries out there too. They even fallback to long polling if needed (at least some of the ones I have looked at).
  7. smartyMARTY

    UI/UX Feedback

    I am looking for some feedback for my UI (images attached). The game was a text adventure - but has now gone towards the way of point and click. I have it laid out with a full screen background that is contextual to where you are in the game world. Then on the left side is your UI. On the right I have the game text appear in a window that ends just before the UI menu. There are three main portions: Status (middle), Core Actions (top), and Contextual Categories (bottom) Here are in game screen shots for the item UI. It has a popover for item details. Here is the default screen when adventuring: This is the shop screen when in a town: And some other various in game shots: I was wondering if this UI looked good, because there may be another option for me. I was hoping to get some feedback. All images are attached so if you would like to mark them up - that would be great! If you want to try it out for the UX portion of feedback, you can use the test server found at: Thank you!
  8. Hello HTML5 Game Devs! First time post here and I would like to announce a Work In Progress with the working title of Adventure Quest Game. Pretty much the working title sums it all up: Adventure - explore a world of awe and mystery. Quest - you get stuff to do, to get more things! Game - it is fun to play! What is the best part? You can play it at work, because it is all text based - it will just sound like you are working anyways (and lets face it, who really is?). Who are we kidding? There is so much more to this game! This game was made as a showcase of my web technology skills; however, it turned out to become so much more! It has become a part of my "making fun for the fun of it" initiative. But, how can I find out if it is fun? Well, with your help in checking the game out and giving some brutal feedback of course! I am really excited to share this game with you, so enough of the introductions, and more about the game's driving force: You are an adventurer, on the ultimate quest within the world of Phynomen - to become the ruler of the world by ascending to greatness. It will be a long and arduous journey. It will be rife with excitement, death, and despair. It will force you to make uncomfortable decisions and meet even more disturbing individuals. But, to be ruler, is to be wise, and experiencing the world is what gets you there. But you are not alone in this adventure, there are others like, wandering this world, embarking upon the same quest. You must act with fast decisions and speed to compete. Only you have the power to become the ruler of the world of Phynomen. On top of this awesome objective, there are many parts of the site itself that help you out. There is a game manual (something not seen often) to help you get started. There is also a limited graphical UI for your inventory and stats, to help you out in the heat of combat. Finally, there is a ranking system so you can see how you fare in the quest to rule Phynomen. So, what are you waiting for? Go to sign up and play! I will be eagerly awaiting your feedback! Want to know what it looks like? Check it out below (Screen capture from the manual, the colored boxes are not present in the game):