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Raptisha

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  1. Like
    Raptisha reacted to SJ in Interesting Phaser Game Developer Career   
    Hi we are a team of enthusiastic game builders, who are looking to make a difference in the gaming world. We are now looking for a talented individual who can help us in shaping the gaming world.
    I'm always confused what kind of job description would best catch the interest of a fronted game developer (phaser.io). Some points which I noted are:
    Good to mention about the company Mention the tech stack Mention the salary And ofcourse details about the job Please have a look and let me know if this seems intriguing.
    About Us:
    Based in Berlin, the creative capital of Europe, we produce casual instant win games to harness the convergence between lottery­ and casino­gaming. We believe that our players can have the best gaming experience if the team behind the games work in small, autonomous groups and control the whole process ­ from ideation to execution. This approach, together with a relentless focus on quality, has already allowed our games to achieve a run­rate of 20M+ within three months of going live. And now is your chance to be a part of our success story.
    Your Role:
    We’re looking for a frontend developer with a passion for development and new technology. If creating amazing user experiences for millions of player to enjoy is something that excites you, then this is the right opportunity for you. Us being an early stage startup, you will work closely with the core team of the company and are expected to have the entrepreneurial spirit with a "getting things done" attitude.
    Your Responsibilities:
    ● Work in a small team to design and create HTML5 games.
    ● Implement and maintain game clients.
    ● Create and maintain documentation.
    ● Maintain, iterate, and improve rolled out games.
    ● Keep up to date with new technologies and push us to adopt and evolve our
    technologies with such innovations.
    Must-­have Skills:
    ● Proficient with JavaScript.
    ● Great experience working with HTML5.
    ● Knowledge of ECMAScript 6.
    ● Knowledge of OOP and Design Patterns.
    ● Ability to write clean code.
    Nice-­to-­have Skills:
    ● Experience with libraries such as React.js, Pixi.js, Phaser.io.
    ● Knowledge of modern CSS.
    ● Work experience in game development, visually rich applications, or advertising industry.
    ● Experience working in agile project environments.
    Our Offer:
    ● An ultra­creative work environment.
    ● Access to all the modern tools of trade you will need.
    ● Long­term perspective towards our work and our biggest asset, our team!
    ● Flexible office hours.
    ● International company. No two employees from the same country, so far.
    ● Flat company hierarchy.
    The Salary Range would be approx. 50000 EUR
    You know that you are the right candidate we are looking for? Just mail us here and let’s get talking!
  2. Like
    Raptisha reacted to AletheaCasumo in Casumo Are Hiring JS Game Developers   
    We would love to hear from any interested Game Developers to join our young studio.
    We are creating exciting games and offer huge opportunities for driven, experienced developers who want to work in an autonomous, creative, collaborative environment.
    Our culture is very unique - check out our careers page to get a feel for who we are : 
    www.casumocareers.com 
    Or check out our "Javascript Developer with a passion for Games" vacancy to see if you might have the skills for this particular role:  http://www.casumocareers.com/games-developer/
    We can consider remote workers as well, or candidates outside the EU who wish to relocate to Malta or Barcelona. 
     
    Feel free to drop me an email for more information: alethea.chemaly@casumo.com 
    High Five from the Unicorn Center!
     
     
     
     
  3. Like
    Raptisha reacted to Tom Atom in Resolutions and scaling   
    Hi, "basic" resolution depends on whether your game should be PC only or PC/mobile. For PC I would use larg resolution without worries. For mobiles 1280x800 or 960x600 (80% of previous) are OK in my opinion.
    Scaling is another problem. As there are different aspect ratios most of "simple" scaling methods is not enough. You have to use some clever logic when on some screens you usually see something more or less then on others. Some time ago I wrote tutorial on it here (posted on this forum many times): http://sbcgamesdev.blogspot.cz/2015/04/phaser-tutorial-manage-different-screen.html
     
  4. Like
    Raptisha reacted to rich in [iOS/Safari] [DEMO] Choppy movement with simple "body.velocity.y"   
    This is an old thread, but even so it highlights some glaring assumptions.
     
    The demo game in question (above) was using a game size of:
     
    var width = window.innerWidth * window.devicePixelRatio;
    var height = window.innerHeight * window.devicePixelRatio;
     
    This is an insane size to use on a mobile device. You'd be lucky to scroll anything smoothly on a resolution like that.
     
    Also using the stats.js component actively slows down mobile browsers as well. Really only use it on desktops.
     
     
    There's "no fix" because there's nothing to actually fix. Phaser 2 adds next to no overhead onto what Pixi is already doing (unlike 1.x which was used above, which added a lot). If you're working directly with just Pixi then you added in your own physics, collision and motion handlers, yes? If not then it's not a comparison.
  5. Like
    Raptisha reacted to bruno_ in Best engine for mobile webview   
    No, crosswalk is a webview and replaces your webview in your existing app.
    I think it's exactly what you need.
  6. Like
    Raptisha reacted to chris1986m in Sprite movement not smooth, with example   
    Hi,
    new year, no chance to find solutions.
    Last year I paused /chanceled my game dev project with phaser.
    The main idea is to move a lot of sprites from right to left, like flappy bird or jetpack joyride. On the start of development, everything works fine, but after some phaser updates, I walked in great problems and could never find a solution...
    Sprites which moves via body.velocity are jizzle or hacking or not smooth.
    The moving sprites should be visible as a pattern. A lot of small tiles are drawn to show a symbol or something else.
    This pattern is a tilemap and every sprite is moving with velocity.
    First I thought that this is a performance issue and I reduced the tilemap to only a few sprites. Same problem.
    I created a new project without tilemap where only some sprites are moving from right to left with a velocity of -300. Same problem.
    Tried different scalings, sprite parameters and so on.
    this.game.renderer.renderSession.roundPixels = true is also not the solution.
    I read a lot here in the forum and some guys could be the same problem than me.
    Pixi could be the problem too, but I don't know what is wrong and where is it to fix.
    Someone has to fixed it, because there are a lot of games published with phaser and no one with this bug. Is there a fix or is it a mistake of my own?
    I've tested it on different browsers on Mac and Windows and on the cocoonJS Launcher app.
    But I don't want to publish a game with not smooth moving sprites.
    FPS are always about 60.
    So, this is my last call for help and I hope someone can help me or give me important hints.
    You can write me a PM too!
    The problem is also reproducable on the phaser online code editor.
    I've tried a very simple sprite generating.
    This is the end result of a lot of testing and I know also that you can take the phaser timer to generate sprites every second. But never the less, the problem is the same.
    Sometimes, the jizzle is every second, sometimes it need time and it comes only every few seconds...
    http://phaser.io/sandbox/IbquKelG
    Regards,
    Chris
  7. Like
    Raptisha reacted to thanhtungtnt in Poor performance and common lags on mobile browsers   
    Hi Raptisha,
    I tested on my android (android 6.0) Xiaomi Redmi Note 4, your game run smoothly. 
  8. Like
    Raptisha reacted to spinnerbox in Poor performance and common lags on mobile browsers   
    I think webviews have trouble when it comes to performance. Mobile browser should run this thing ok.
    Debug your code, maybe you do something unnecessary.
    Recycle objects once they leave the screen.
    If you want to publish as an Android app, I would recommend Crosswalk
  9. Like
    Raptisha reacted to Natman in Lag causing physics bugs   
    Alright, I opened an issue on the repo and Rich helped me find the problem by proving it was on my end. Here is the solution I found:
    "My version must have been outdated as I opened phaser.js and found deltaCap was not being applied to physicsElapsed. I updated the code to match the current source and the problem was solved."
    Thank you for your help! I was able to get the fix done in time for the contest and will be putting up a game spotlight shortly.
  10. Like
    Raptisha reacted to geekarlier in Auto-scrolling background via tileSprite is a bit laggy   
    Hi there,
     
    I'm new to Phaser, and new to the forum, so hi everyone :-).
    This forum has been super useful for me, but for this specific problem, i can't find a similar post to help me, so im asking for a little help from you guys.
     
    I'm trying to make an auto-scrolling background with a tileSprite : 
    - The game resolution is 1280x720
    - The sprite is 1280x720 too
    - The background is scrolling at  -700px per second on his x axis
     
    The whole thing works quite well indeed : my background scrolls in an infinite loop ...
    But it has some performance issues : while the framerate is always between 55 and 60 fps, the background randomly freezes for like 0.1 seconds ... and it's a bit annoying.
     
    The problem is the same on my iMac on Firefox, Chrome and on my Nexus 5 with Chrome.
     
    What i have tried : 
    - I tried to scale down the whole game and its sprites, but the problem is the same.
    - I tried to replace my tileSprite with some animated sprites to simulate the scroll effects, but it was worse ;-)
    - I also tried to use a power of 2 tileSprite (1024x1024) , as i've read on previous posts that there were problems with non-power of 2 tile sprites before  
     
    The way i initialise my tileSprite : 
    // Init var background = game.add.tileSprite( 0, 0, 1280, 720, 'background' ); // Scroll background.autoScroll( -700, 0 ); Also my game is scaled, maybe it is linked to my problem, here is how i scale it :
    game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.pageAlignHorizontally = true; game.scale.pageAlignVeritcally = true; game.scale.refresh(); Any idea ?
    Thank you very much for your time !
     
    PS : Sorry for my English.
  11. Like
    Raptisha reacted to ProSteveSmith in Space Rocket: a dodge-the-asteroids game   
    Hey all, I've made a simple dodge-the-asteroids game in the tradition of Chrome's dinosaur jump game.
    It's free to play at robopotato.com/spacerocket updates and behind-the-scenes on twitter at @robopotatogames
    Although it's ready to play I'm still working to make it better. Any feedback, suggestions, comments are welcome.
  12. Like
    Raptisha got a reaction from Finders_Keepers in [Phaser] Match Two Game   
    Hello!
    I am very excited to present you my recent game. I am sure you've already played this type of game, but I just wanted to build it myself.

    Basically, you have to pick two cards. If they are identical, both of them are removed from the board. The goal is to clear the board as quick as possible.



    Please, give it a try and leave a feedback! 

    Play it here .

    Check out the source code .

    Have fun!
  13. Like
    Raptisha got a reaction from benabbottnz in [Phaser] Match Two Game   
    Hello!
    I am very excited to present you my recent game. I am sure you've already played this type of game, but I just wanted to build it myself.

    Basically, you have to pick two cards. If they are identical, both of them are removed from the board. The goal is to clear the board as quick as possible.



    Please, give it a try and leave a feedback! 

    Play it here .

    Check out the source code .

    Have fun!
  14. Like
    Raptisha reacted to DarkwallLKE in [Phaser] Sokoban   
    Just finished a free HTML5 game I built using Phaser.  It works on both PC and Mobile.
    Click Here To Play
    Similar to Chip's Challenge, you work your way through multiple levels collecting and using items. The goal is to get to the finish line (checkered square), but there are three stars and a hidden gem on every level if you're up for the extra challenge. 
    Give it a play and let me know what you think.
    Cheers,
    Darkwall
     
     

  15. Like
    Raptisha got a reaction from Umz in [Phaser] Match Two Game   
    Hello!
    I am very excited to present you my recent game. I am sure you've already played this type of game, but I just wanted to build it myself.

    Basically, you have to pick two cards. If they are identical, both of them are removed from the board. The goal is to clear the board as quick as possible.



    Please, give it a try and leave a feedback! 

    Play it here .

    Check out the source code .

    Have fun!
  16. Like
    Raptisha got a reaction from FakeWizard in [Phaser] Match Two Game   
    Hello!
    I am very excited to present you my recent game. I am sure you've already played this type of game, but I just wanted to build it myself.

    Basically, you have to pick two cards. If they are identical, both of them are removed from the board. The goal is to clear the board as quick as possible.



    Please, give it a try and leave a feedback! 

    Play it here .

    Check out the source code .

    Have fun!
  17. Like
    Raptisha got a reaction from scheffgames in [SOLVED] Loading Custom Fonts and displaying Cyrillic/French/Turkish characters   
    Thank you! That's really helpful!
  18. Like
    Raptisha reacted to scheffgames in [SOLVED] Loading Custom Fonts and displaying Cyrillic/French/Turkish characters   
    I had a problem, wanted to ask for help here, solved it and thought to post it here for future reference and help others.
    I found this solution through trial and error while browsing older topics on the subject on html5gamedevs (thanks to all the guys who posted  them) and some other sources.
    PROBLEM:
    How to load a custom font in Phaser without using bitmap fonts and how to make it display Cyrillic, Turkish, French and other "non-english languages".
    SOLUTION:
     
    1)Create the required folders. I'm using an Assets folder next to index.html and that's where everything should be. Create a Css folder and a Fonts folder inside Assets folder (Assets/Css and Assets/Fonts).
    2)Create a css file inside the Css folder called "fontLoader.css" and use the following settings (obviously use your preferred font and name it accordingly but be careful at the url path - it's one of the reasons I struggled to get it working in the first place)
    @font-face { font-family: "peace_sans"; font-style: normal; font-weight: 400; src: url("../Fonts/peace_sans.otf"); } 3)Place your .ttf or .otf font inside the Fonts folder. Make sure the name from the code above coresponds to the name of the font. In my case I've put the file peace_sans.otf inside the Fonts folder.
    4)Open the index.html file inside your favourite text editor and add a link rel line pointing to your css file
    <!DOCTYPE html> <html> <head> <link rel="stylesheet" type = "text/css" href = "Assets/Css/fontLoader.css"> <title>My Game</title> <script type="text/javascript" src = "Assets/Scripts/phaser.js"></script> <script type="text/javascript" src = "Assets/Scripts/boot.js"></script> <script type="text/javascript" src = "Assets/Scripts/play.js"></script> </head> <body> </body> </html> 5)Now you're all set but if you try using the font in your game it won't work because it will have to be preloaded in some way. There are 2 well known hacks - first it's to create an html element using the custom font and put it somewhere out of sight. I do prefer the second approach because it involves less html/css tinkering. 
    Here it is (thanks html5gamedevs user who's name I cant remember):
    Add text in in a game state that happens before your play game state - in my case I've used the boot game state. Notice the line containing this.game.add.text - it creates a 1px text using the custom font I need and it doesn't matter because it won't be visible and the boot phase it's very quick anyway:
    var bootGame = function(game){}; bootGame.prototype.create = function(){ console.log("Booting game"); game.physics.startSystem(Phaser.Physics.ARCADE); game.state.start("loadGame"); game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; // game.world.setBounds(0, -651, 900, 1131); game.stage.backgroundColor = "#007f5f"; //fps game.time.advancedTiming = true; //HACK TO PRELOAD A CUSTOM FONT this.game.add.text(0, 0, "hack", {font:"1px peace_sans", fill:"#FFFFFF"}); } bootGame.prototype.preload = function(){ }  
    Now I can simply call in my play game state the following and it will work using my custom font:
    var style = {font: "55px peace_sans", fill: "#eeeeee"}; this.game.add.text(0,0,"My Custom Font Works", style);  
    6)Now the final issue - displaying characters that are not english - like cyrillic, turkish etc. First you'll have to check if the font supports them - you can see this from the website where you download it (Font Squirrel has a nice feature to search fonts by supported languages) - in my case Peace Sans (the custom font I'm using) supports russian. Let's try and change the text to "игра" - which means game in russian.
    var style = {font: "55px peace_sans", fill: "#eeeeee"}; this.game.add.text(0,0,"игра", style); But the text will show some mumbo jumbo characters like this:

    Why oh why? You won't believe it but it's because of the encoding of the .js file where you're calling your code from. On my system changing the encoding of the .js file to Unicode will display the russian text correctly

    There are a couple of ways to do this. First you can simply open the .js file in Notepad (yup, the good old windows notepad) and Save As  - then choose an encoding from the encoding drop down menu - Unicode in my case.
    In case you're wondering why is it grey it's because I'm using a custom Windows Theme. 

    The second way it's addressed specifically to Sublime Text 3 users. So sublime text will save text files by default in UTF8 which will display bad characters. To correct this you'll have to choose File > Save with Encoding > UTF 16 LE with BOM - it's the one that works and displays characters correctly.

  19. Like
    Raptisha reacted to Gurebu in async image loader   
    Hi, I've done something like that and it seems to work all right so far:
     
    function _fileComplete(progress, cacheKey, success, totalLoaded, totalFiles) { if (success) this.loadTexture(cacheKey);}function dynamicLoadImage(game, x, y, url, fallback, key) { if (typeof key === 'undefined') key = 'dynamicLoad_' + url; if (game.cache.checkImageKey(key)) { return game.add.image(x, y, key); } else { var image = game.add.image(x, y, fallback); var loader = new Phaser.Loader(game); loader.image(key, url); loader.onFileComplete.addOnce(_fileComplete, image); loader.start(); return image; }}
  20. Like
    Raptisha reacted to Camaleonyco in Poing! - My first HTML5 game   
    Hi! I have finished my first HTML5 game and I must say it doesn't look that bad! Please, take a minute to try it and rate it on Kongregate:
    http://www.kongregate.com/games/camaleonyco/poing
    You can also play it fullscreen and on mobile devices on my website: http://teleponk.com/Poing/
    I plan to make more games like this, little tributes to the arcade classics from my childhood. So, even if your feedback doesn't help to improve this game, it certainly will help me with my future projects.
     
     
    A little background:
    When the Flash Game market collapsed I knew I had to quit game development. Until then, I was making a living mostly from Flash Games. Some of my most popular games are Moby Dick I and II, Days of Monsters, Clarence Saves The Day and Wild King. I tried the AppStore and PlayStore with a couple of projects (Bunny Cannon, Ketopix), but they didn't perform as well as I needed in order to become a Mobile Game developer.
    However, a colleague told me that there is money in HTML5 gaming if you become proficient. He is very prolific, releasing a couple of games every month, and it seems like he is doing alright. I was used to spend several months making my games, but I was tired of that and the idea of making quick games was very appealing.
    I tried several frameworks/toolsets/engines, but decided to use Phaser because it looks like it has the fewer caveats. Coming from ActionScript, making games with JavaScript is a lot easier than I expected. I started with a very simple project, but I can see how easy it would be to work on bigger games.
    Anyway, I don't expect to become rich making small games, but I hope can still pay the rent with my them. Please let me know what do you think about it.
    Sorry for my English!

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