• Content Count

  • Joined

  • Last visited

About Acid

  • Rank

Profile Information

  • Gender
    Not Telling

Contact Methods

  • Twitter
  1. I dont exactly get what you mean since we don't have your whole code, but that shouldn't be too difficult, i dont know which physics you are using, but in the case of Arcade physics, enabling body on your elements and setting gravity should be enough to stop it from flying away. Or is it that your sprite is supposed to fly and jump?
  2. I will try that, thank you for your response
  3. Hi, I built a small top down game using a static tilemap, and i would now like to go further and make the level infinite by scrolling vertically and generating bits of my map on the fly. I checked some of the threads here but did not come up with a solution to my problem, and i am now quite confused: Is it possible to achieve this the way i want to? Should i generate tilemap layers as the map scrolls and destroy them once they cross the screen limits? Was the whole tilemap thing a mistake and should i generate sprites instead? If anyone here has experience on the matter or some solutions to guide me towards my goal i would gladly listen to them
  4. Hi, I noticed today while developping that when you press mac's cmd + directional arrow keyboard shortcut on a game where the arrow keys are binded, the command will repeat itself for a while (probably due to the original cmd + arrow function of moving the cursor to the end of the line), i first noticed it on my project, but it also happened on the website's examples as well. I dont know if this applies to window's ctrl + arrow as well, i haven't tested it yet. I did some research here on the forums and found nothing (perhaps i searched wrong), is this behavior normal? Is it possible to avoid it? (Other that not binding events to the arrow keys)
  5. Thanks for your answer, i'm going to code towards that purpose
  6. Hello, I have created a simple top-down game with a tiled map for a frogger-like game where i can move my character arround. I now want to implement moving platforms for my character to advance, i want to spawn my platforms on a specific group of tiles, (since this is a frogger game, you could guess i want to spawn logs on water tiles) i have done some research and couldn't really find what i was looking for in the examples and the forum. I would like some advice on the way to proceed in my project, as i am kind of lost Is it possible to generate my platforms using the json data to identify the water tiles? Do my platforms have to be Tile objects or can i create them in the game so i can freely use them? I'll gladly take your advice
  7. I found the answer, my "'assets/super_mario.png', 'staticSet');" needed the key from my json file and not the whole path, so i changed it to "'SuperMarioBros-World1-1', 'staticSet');" and it is now working! I think you can close this topic now, but thanks anyways Edit: Thanks Rich for your answer, you replied just after i found it but it was the right answer
  8. Hi, I've been trying to create a tilemap for a frogger-like game, and i have some trouble when i try to render the map. I've been following this example on the phaser website : At first i used my own .json map created with Tiles along with my .png file, but i got this error in my chrome console: So i first though it was because i did something wrong in Tiled, so i downloaded the example's source files and replaced the old files in my project, but i still get the same error. I'm going to show you my code so far in my play.js state, i'm using the generator-phaser-official for Yeoman. 'use strict'; var map; var staticLayer; function Play() {} Play.prototype = { create: function() { = '#ffffff'; ='staticTile');'assets/super_mario.png', 'staticSet'); this.staticLayer ='World1'); }, update: function() { }, clickListener: function() {'gameover'); } }; module.exports = Play;If anyone has any ideas or leads to guide me, that would be pretty nice