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MikauSchekzen

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About MikauSchekzen

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    Member
  • Birthday 12/02/1989

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  • Gender
    Male
  • Location
    Netherlands
  • Interests
    Games, game development, server management.

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  1. Greetings, When searching for example/questions on how to do multiple cameras in Phaser, I came up with only one answer: using multiple Phaser instances. That was not how I wanted things to be done, so I made my own variant on it (which I saw Rich made a comment about on how it could be done) with a RenderTexture. I made a repository on GitHub containing a (fairly) heavily commented example on how things could be done this way, plus a live example. I'm honestly not sure about performance, but I can't imagine it would be worse than having multiple instances of Phaser. Look throug
  2. That looks great! And that effect is made just by rotating and scaling some sprites a bit? Impressively good looking for something otherwise basic.
  3. Thanks for the answer! I looked at the example, and while reading through the code, an idea struck me (like lightning, lol). I used a Sprite containing multiple TilingSprites as segments, and made the segments go from the previous end to a bit of a random point. Except for the last one, that went to the expected destination. Here is a screenshot of it: And yes, it's RPG Maker MV, but since it uses PixiJS and the answer wasn't specific to RPG Maker, I posted it here. But regardless, thanks for the answer, matey! -MikauSchekzen
  4. Ahoy! For those of us who played games quite a bit (most of us, no doubt), we've seen plenty of (chain) lightning effects (example screenshot in the spoilers). Now, even though I've seen such effects plenty of times, I wouldn't know where to start to make such a thing. My question is: how would something like this be accomplished in PixiJS? I'd prefer a way without having to rely on WebGL, if at all possible, though, but WebGL-specific answers are welcome too, of course. Example screenshot (P.s. sorry if this image is hogging someone's bandwidth... I could not f
  5. Just skimmed very quickly through your code, but I think it might be a similar issue that I had a few days ago. If you look in Bounds.js(in Phaser's source code), you will see this somewhere: /** * The right coordinate of the Game Object. * This is the same as `x + width - offsetX`. * * @property {number} right * @readOnly */ right: { get: function () { return (this.x + this.width) - this.offsetX; } },Now, that's all fine and dandy while the sprite's scale.x is a positive number, but if it's a negative number, sprite.width also becomes negat
  6. Just to add, I'm using Sublime as well, and there's a plugin in Package Control called SublimeLinter, which is an interface to JSHint. Download both and you will be notified of potential javascript errors live in Sublime. But it's not perfect. It won't simulate it(would be annoying in its own right), so like the others said, F12(or Ctrl+Shift+J) in Chrome(don't know about other browsers) will definately help you track down bugs as well.
  7. Another user on this forum had succesfully made a monkey patch for slopes in Phaser's arcade physics. Maybe you could take a look at it and adjust them accordingly for this use case. The link to the specific patch is located here: https://github.com/eugenioclrc/super-mean-boy/blob/master/js/Arcade.slopes.js I use that for my current test project, with some slight adjustments. However, I'm not a pro at programming physics at all, so I don't think I can be of much help for your specific problem.
  8. I tried both WebGL and Canvas, and I'm using Chrome(I believe it auto-updates, so the latest release). In case it would be useful to know: I tried it with a full release of Phaser 2.3, so no components excluded.
  9. If you want to target specific members of a group, I believe you'll have to iterate through all of them. For example: group.forEach(function(member, param1) { if(param1 > 50 && member.hp < 250) { // do stuff }}, this, true, param1);I think Phaser objects that can be in a group aren't restricted to just that group. But if you later want to get the same targets again later, it's probably better for performance to add them in a new group, rather than iterate through the main group over and over again. And if you want to remove a member from a group, do something like group.re
  10. Not sure why, but your code works for me. Now of course, I made some slight alterations. I removed the tilemap, and I used a custom sprite(a mario instead of a car), but at least the latter shouldn't really matter. Edit: Oh yeah, and of course I removed the collisions.
  11. Ah, I think I understand now. I hope. You want to have all tiles types be collidable, so long as its on the collision layer. What I've seen a lot of people use is map.setCollisionBetween(1, 10000, true, collisionLayer);That sets the collision flag to true for every tile with a gid between 1 and 10000. So, unless you have more than 10000 different types of tiles in your map, all tile types.
  12. Erm, I may be misunderstanding you, but with game.physics.arcade.collide(sprite, collision);in your update function you pretty much already specified that your game object should ONLY collide with the collision layer. You did not add the same function for the Ground layer, so it will not do anything with it. If instead you meant that you want specific tiles to allow collision, you could throw those indexes in an array, and set their collision markers to true, like this: var tempIndex = this.map.getTilesetIndex("tiletypes");var firstGid = this.map.tilesets[tempIndex].firstgid;var collisionTi
  13. Erm, I'm not sure if this has been requested yet, but I would love support for Image Collections for Tiled maps. In fact, is there a list that says what's been approved/being considered?
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