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staff0rd last won the day on January 19 2016

staff0rd had the most liked content!

About staff0rd

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  • Birthday 02/25/1982

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  1. staff0rd


    No sprites, probably not a game, kind of interesting, kind of relaxing, no goal apart from messing around, although if you like improving things there's a big number in the top left, and if you see the % it kind of means efficiency. https://atqu.in/games/lattice/
  2. I didn't read the control description first time round, and I couldn't figure out how see the message again, or where it was. Reloading didn't seem to show the controls again either. So I opened it in a different browser, and I saw the message again on game start. Really like the graphics and the "reverse-space-invaders" feel. Only suggestion would be somehow differentiate player and enemy bullets - becomes a little to chaotic when the screen is full of them. I got to about 3.8k. Nice game!
  3. staff0rd


    @umen I fired up an ubuntu vm and tried the game on firefox 35.01. It worked for me, so maybe some update i've done has fixed it? In regards to mobile, its the same game just hosted inside a UIWebView on iOS and a XWalkWebView on Android.
  4. staff0rd


    ZigZag is a short, re-imagining of the classic Snake game - and another collab with @TM999. Uses pixijs which I've become quite familiar with now, and is my first attempt at integrating matterjs. I'm again using GSAP for all movement, and howlerjs for sound. matterjs is in there for collision detection, but due to the nature of the game I don't need to update the physics every tick, rather I call an update on the engine only when the player performs an action. I'm completely new to physics engines, and the static? structure of matterjs functions took a while to get up to speed, but onc
  5. @mattstyles We went with continue, play, and home w/ unlock indicator. Check out the gameover screen, I think it's a lot better now. Appreciate the feedback
  6. The button you're missing is the 'Continue from where I was' button which costs currency, as 'play again' would restart your height/score from zero. Adding an unlocks shortcut to the gameover screen adds minor complexity - if reaching the screen via gameover, should leaving the screen revert back to the gameover, or back to the home screen and if so (or not) how to communicate this to the user. Adding a 'play again' button and adding an 'unlock available' indicator to the 'home' button would keep the button count at three (including the 'continue' one above). The messaging is slig
  7. @mattstyles Interesting - I had purposely made the replay process go through the homescreen (and the first unlock cost 1 currency) such that a user who completed their first game would be alerted to the presence of the unlocks feature (it has an animation on the homescreen when unlocks can be afforded). I guess a play button and a button that forwards to the unlocks screen from the gameover screen is a possibility - though that would increase the complexity of the gameover screen from two actions to four (five including facebook like). I have had others comment regarding going through the ho
  8. Honey Shot - http://www.newgrounds.com/portal/view/680560 Full post.
  9. @mattstyles Yeah, I might need some better communication on that button - it's a continue button and there's a cost associated with continuing. You can press it, but it will only continue from where you left of if you have enough of the in-game currency stashed to afford it.
  10. My second HTML5 game, and my first in collaboration with @TM999, Honey Shot is a bionic commando inspired casual climber for all ages. The game is fairly easy to start off, but gets more difficult the higher you get. It has a range of aesthetic unlocks that can be earnt via in-game currency collection, and on mobile platforms, integration with Achievements and Leaderboards. The skill curve of the game is interesting, I get a little better each time I play, although some players have already got scores well over what I thought was even possible. The game uses pixijs v4 for rendering, Gr
  11. spritesheet.js if you wanna make spritesheets in node - I set up some gulp tasks to collate and pack sprites using it.
  12. @ivan.popelyshev I was using them separately, and, any issues i had with v4 went away after I used the pixijs dev branch rather than the rc2 release.
  13. @ivan.popelyshev after pulling in that library and extending my typescript definitions to support it, I added a couple of DisplayGroups and this problem was solved by what seemed like magic. Very nice - thanks a lot.
  14. Actually, the blank screen was from rc2. At first glance v4 seems to be running fine directly from the dev branch. I'll give pixi-display a shot now.
  15. Ah, I had not seen the example before. Looks like this is the functionality I'm after and I'll have to look at getting v4 going. I'm using generateTexture and a mask. I could isolate the mask out...
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