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About fire7side

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  1. I'm doing a tutorial here: https://gamedevacademy.org/how-to-create-a-turn-based-rpg-game-in-phaser-3-part-1/ The motion on the character when I press the key looks stuttered. I suppose it's limited to each pixel, but it drives my eyes buggy. I have a windows computer with an nvidia card. Is there some way of getting the motion to look smoother? edit: The character spritesheet was partially translucent, which made it look a lot worse. I changed it in gimp and it looks better. I downloaded it from opengameart. If you do have tips, great, but it looks decent now.
  2. fire7side

    Text Width

    Someone had a problem kind of similar to this a while back and had to call updateText. Not sure if it's the same problem or not:
  3. There are a few GUI libraries for v3 here: https://github.com/pixijs/pixi.js/wiki/Pixi-v3-Plugins
  4. No, not built in. There is a movieclip class in extras. You can either extend it, or extend the sprite class, or put 4 movieclips in a container and set the visible property to true and false. There's a stateplayer here that would kind of do the trick also: https://gist.github.com/kittykatattack/13a53d0dbc32ce2a0a17
  5. Your container wasn't the size of the canvas. You need the formula he gave, but using the container width and height, not the canvas. I think. I haven't used the pivot. It just looks that way. I think Ivan answered on the redundant thread and you better use that. I haven't used it.
  6. Is the onZOrder automatically called during render, I didn't see it called anywhere? Why both zOrder and zIndex? They seem like the same thing.
  7. Very cool. This will be something to keep watching.
  8. I use mixed, doesn't bother me any. Most of it comes down to sprites, for me. It might depend on size of project, etc. The thing with sprites is I can make them interactive, give them their own abilities, etc without redoing that code all the time. Not that I've done much with wrappers but it sort of sounds like Unity with their components. I just do not like that.
  9. As a new user, extend makes the most sense to me.
  10. Well, you just start with function, but it doesn't have a name. If you look down where it talks about seconds that's where you are interested: // Number of seconds left s = passed; updateDuo(6, 7, s); // Calling an optional user supplied callback options.callback(d, h, m, s); // Scheduling another call of this function in 1s setTimeout(tick, 1000); If s is larger than thirty, then you want to start the function over again, I think. if(s>30)nameOfThisFunction(); tha
  11. Yeah. I don't know what the wave image is, but for mine, I use a white png image usually, and then set the tint to give it a color. I get the tint off of gimp color picker, but have to set the first two digits to 0x and then the 16 digit numbers, like 0xFFFFFF.
  12. What I do for tinting is use a white texture to start with.
  13. Well, when you get a collision in the physics engine, you can call your own function, but you still need to use the physics engine for motion calls, I believe. You can set linear velocity and do direct control things as far as I know. You'll have to get on the site of whatever physics engine you choose and ask them there. You really just have to experiment to decide which way to take it. I know for me, I would use it the least amount possible because nothing looks right or acts right, but that might make it harder to program. I'm sure you'll work it out.
  14. No, you can't use overlap from the phaser library. You would have to add a collision library for polygons called sat.js and you would still need to compute the new point positions of the polygon during rotation. Yeah, your code will be different because you use force to move things and assign friction and things. It can be really annoying for things like jumping games because they don't use natural gravity. When it works, it's all right. When it doesn't, it drives you nuts. Personally, I hate it and think it ruins games. I don't even like arcade physics. If you make a game like angry
  15. It would be easier to do it with a physics engine. Without it, you could use polygons to approx the shape and use sat.js, but it would change during rotation, so you would have to get the point position of th e rotated polygon.
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