Jump to content


  • Content Count

  • Joined

  • Last visited

About veggis

  • Rank
    Advanced Member

Recent Profile Visitors

1452 profile views
  1. Hello! I'm really intrigued by the idea of having a node server running phaser as authority for a multiplayer game. I'm not sure if thats a viable option or possible at all. So I'm asking if anyone tried that before? What really is the purpose of headless? I found this package, which looked promising.
  2. You could tween all the points not on the diagonal line to the opposite points. https://jsfiddle.net/a68Qp/313/ But there's probably some translation matrix wizardry that'll do it better
  3. My guess is that these filters requires pixi v4, but idk. If its possible to extract the shader code from them that would be awesome! Keep me posted
  4. Added the filter to a sprite of the phaser logo. It did something alright. Changing the filter properties didn't seem to do anything whats so ever. I have little to no knowledge with shaders, so i have no idea whats going on.
  5. @samme Sorry but could elaborate abit on that? Wouldn't that require to swap pixi v3 with v4?
  6. This question has been brought up before but most threads I could find were relatively old, so i thought i might bring it up. I'm wanting to do a lightweight multiplayer platform shooter and i'm thinking running some authorative physics/logic on the server would be the best approach. But after digging around abit it didn't look that feasible with arcade physics. Like in this thread where its stated that running phaser headless is a bad idea. Do someone have experience with this, and to keep things as fast as possible and relatively scaleable, what would be the best approach to a gam
  7. In your game are the enemies scattered around the map outside of the camera boundaries? If so enabling autoculling on the enemy sprites might solve some performance hits. https://photonstorm.github.io/phaser-ce/Phaser.Component.AutoCull.html If the enemy class do alot in its update method then that might be a problem too. Killing and reviving the enemy when outside camera boundaries is another solution. You should look into object pooling. http://www.melkybee.com/blog/2015/05/17/object-pooling-example-in-phaser/
  8. @Raggar @vtange Great examples! This is definetity what i'm looking for. I'm thinking it would probably be easier to implement it with a 3d phsyics engine. But probably better performance wise with something like p2. Im not sure. Thanks everyone!
  9. I've been looking for a framework for an idea i have. I want to create a 2d platformer with 3d objects for web and mobile. Babylon is attractive, but i'm unsure if there are any physics engine that can handle constraints and also suitable for a platformer in that way. Any ideas? Is unity the best way to go here? Thanks
  10. I have a class that extends phaser.sprite, and in update i want to do something to the object that its body is touching. Is there a way to get the sprite/object from body.touching? .. If that makes sense.
  11. Hello! I want to implement the equivalent of p2's distance constraint with arcade, but I'm having trouble getting started. Most of the information I could find about this was the physics part, which i can't really wrap my head around. But since arcade have the velocity and the gravity acting on that object, i thought this might be simple to do. I'm basically trying to do a simple rope swing (tarzan) with a constant distance between the player and a point, much like a pendulum. Does anyone here know how to do something like this? Thanks
  12. Is this project going obselete? There hasn´t been any update since 2.4.4 and im wondering if this project is dead. I tried to contact them about the 2.6.2 update a couple of days ago, but I haven´t got any answered as of yet.
  13. @hexus Yeah it totally makes sense. But wouldnt roundPixels take care of that?
  14. After some messing around, it seems like you get this effect only when the game is scaled by a non-integer.
  15. Thanks for the reply! @BlitZ - I've experimented with different sizes, but it didn't seem to change anything. I also tried to make sure that the canvas width and height can't be an odd number to make sure aspect and pixels per row are allways the same. (since 480x320 %2 == 0) @samme - The game gets scaled. In other words the canvas and everything with it. I could do it the other way around, but that seem like unnecessary work. @douglas - I can't quite see the relevance. Are you saying i have to create sprites from a tileset?
  • Create New...