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rgk last won the day on January 8 2017

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About rgk

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  1. You can access the scene from the initial game object. For example: var game = new Phaser.Game(config); game.scene.keys.theSceneYouWantToAccess.physics.velocityFromRotation(); You also have a few other options here like creating global variables or trigger events.
  2. You can use camera ignore and create two cameras, one for the user interface and one for the game. http://labs.phaser.io/edit.html?src=src/camera\ignore.js Or you can use two scenes: http://labs.phaser.io/view.html?src=src\scenes\ui scene.js
  3. @marcaaron the docs do in fact exist https://photonstorm.github.io/phaser3-docs
  4. @Doug contact @rich for the badge. this.matter.world.remove(wireRect); don't include the world, I am testing on this example: https://labs.phaser.io/edit.html?src=src\physics\matterjs\rectangle body.js
  5. That is correct, it should remove the physics body. It seems you also have to remove the image though with wireRect.visible = false; for example.
  6. I've been in this situation a lot of times, no one mentioned you can contact a collection agency (you won't get all your money but at least you get some) and small claims court is pretty reasonable (and you don't need a lawyer). But I agree with @b10b don't threaten, be professional and always have a backup plan. Ask for money up front and set deadlines when you should be payed and make a good contract!
  7. Awesome game, and beautiful graphics like stated above. I've noticed some weird lag issues but I could only imagine with the amount of players playing. Great job and keep up the good work!
  8. I got to say amazing graphics and pretty cool over all experience. Wasn't really sure what to do once I got in the game but I'm sure that will improve in future versions.
  9. You have to create your own collision detection for this. You need 1 point minimum and just check if a pixel exists in the location of the point, if it does stop the sprite, otherwise let gravity take control.
  10. Very nice graphics and the UI has improved quite a bit, obviously lacking any pvp or bots really makes the game quite boring though. I am curious though why you expect people to step up, especially regarding online architecture. I would not expect that and I do remember talking to you about a year ago regarding your game. Even though certain aspects might be new, the general game-play is similar to quite a few games that have come out on mobile. I don't personally enjoy the gameplay but I do hope you succeed. By reading your blog posts I would explore other avenues of getting this game done
  11. Very nice @samme Awesome to see the new features of phaser ce in examples.
  12. It all depends highly on how you coded your original game, look though the phaser docs and break it down but I am going to guess and say using phasers scale manager will not work properly without using phasers sprites.
  13. This is a good read to understand module systems: https://dzone.com/articles/javascript-module-systems-showdown-commonjs-vs-amd As for bundling, Webpack is quite popular, a bunch of larger projects are using it now. But best? Like @mattstyles said, no best exists, just what you prefer and what works for you.
  14. Read this: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Statements/let http://www.jstips.co/en/javascript/keyword-var-vs-let/ You can use let with phaser and html5 gamedev, but it is es6 so be sure to use babel or only develop for newer browsers.
  15. It is more comparable to mobile performance, and not the newest mobile devices, I have one and tested it. You can download a modern browser, that isn't an issue. It has a great OS right out of the box when you connect wifi that offers tons of video game emulation, thought that was awesome.
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