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  1. Thanks
    staff0rd got a reaction from Hulsen in How do you use a webfont in Phaser exactly?   
    Gah, nevermind - this was being weird only because the browser had not yet requested the font when the new Phaser.Text() was called.  
    I resolved this by making an invisible text call in the BootState, so by the time the real one was called the font was already present.
  2. Like
    staff0rd got a reaction from Befive.Info in How do you use a webfont in Phaser exactly?   
    Gah, nevermind - this was being weird only because the browser had not yet requested the font when the new Phaser.Text() was called.  
    I resolved this by making an invisible text call in the BootState, so by the time the real one was called the font was already present.
  3. Like
    staff0rd reacted to e1sif in Seven Deadly Seas   
    This is a little game about ships; it is quite simple, but I would certainly welcome any feedback, particularly about the difficulty and progression (or lack thereof?).
    Here it is!

  4. Like
    staff0rd got a reaction from OkijinGames in ZigZag   
    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 once you get a feel for the library it works pretty well and seems quite performant. There is some glue required considering pixijs is responsible for the graphics scene tree, and matterjs is responsible for the bodies, but the end result is quite nice, so I do recommend others to try matterjs if you haven't already.
    Play on Web
    Play on iOS
    Play on GooglePlay
  5. Like
    staff0rd reacted to mattstyles in Honey Shot   
    Isn't UX fun? Ha ha!
    Good idea regarding the social stuff, suck it and see, its the only way to be objective about your decisions.
  6. Like
    staff0rd got a reaction from brendaespadas in Game list of phaser games   
    Took me about 4 goes to get 400/400.  At first I thought you could only click the up/down buttons.  Then I realised you could use the up/down keys, although I was tapping them which was hurting my score.  When I realised I could hold the up/down buttons, it was much easier.  Although I think the position of the stars is random?  The last run through seemed a lot easier than the second to last I played.
  7. Like
    staff0rd reacted to ivan.popelyshev in Independent render order and position   
    The thing is, rendering order can change often, while transform grouping is more static. All 3d engines base their render tree on update order, not the render order. Why do you need that?
    Did you checkout pixi-display like I told you before?
  8. Like
    staff0rd reacted to Taggrin in Gemini   
    I present you my newest game. It is some sort of geo-dash but there are two games running at the same time, of which one has reverse gravity. You have to keep jumping to avoid touching the left border of the game (this will end the match). Gameplay will speed up over time and after a while new obstacles are introduced which may trap your character (and let it wait for its inevitable doom) if you do not jump them correctly. I went for a really simple greyscale art style which - due to its somewhat confusing look - helps to make it a little bit harder as well!
    You can play this game (and some other games as well) on my website: http://taggrin.com/games/gemini.html

  9. Like
    staff0rd got a reaction from enriqueto in [Phaser] [Box2D] Super Soccer Noggins   
    I'm not at all into soccer, so was just taking a quick look.  Ended up spending 20mins playing.  Quite a fun game, nice work
  10. Like
    staff0rd reacted to rich in Phaser is 3 years old today!   
    Wow, how time flies!
    I posted an article about how Phaser started, and where it is headed here: http://phaser.io/news/2016/04/phaser-is-3-years-old
    And also GitHub interviewed me today too: https://github.com/blog/2148-meet-richard-davey-creator-of-phaser
    Here's to another 3 years
  11. Like
    staff0rd reacted to dimumurray in [Phaser] bananadoh - tile tapping banana-laden action puzzle   
    A good start.
    I noticed 2 glaring issues.
    The first is when you start a level and the central tile auto-cycles; when you select it the cycle skips ahead to the next tile in the rotation. That alone will throw off a lot of players; many may consider it a bug.
    The second and more critical issue is visual feedback when interacting with a tile. When a player looks at the field its difficult to immediately differentiate one tile from another. You need to present a way to clearly and persistently define the tile(s) a player can interact with. One way would be to add a graphic to the tile that the player's mouse cursor is hovering over; something to indicate the boundaries of the tile. There is no analog for hovering with touch interfaces though so that it something you'll need to work-around somehow.
  12. Like
    staff0rd reacted to mattstyles in [Phaser] bananadoh - tile tapping banana-laden action puzzle   
    Great job staff0rd
    I think one thing that could maybe make it easier to begin with is more straight sections, although I could be wrong, its a play and test sort of thing. At the moment, at least initially, it becomes very difficult to set up longer chains of tiles. Long chains of tiles give players a chance to think ahead and a small breather between decisions, which is useful for beginners as they try to cognitively get their head around your gameplay mechanics. More advanced players would probably end up creating tighter and smaller chains, ones that more efficiently grab the goodies so they'd naturally be able to use their advanced skills to progress in the game without you changing much in the way of game mechanics.
    I found the edges of the map to be a real difficulty. I keep expecting to have an endlessly scrolling map or I'd get into a rhythm and then get to a tricky spot at the edge of the map and fail. Or got a place with a straight tile which ended up driving me off the edge to failure, sometimes these became very hard to predict and move away from.
    I also found the constantly sliding map tricky sometimes, I'd have my cursor on the correct tile to click, anticipating where the truck will be a few seconds from now, only for the map to slide and my cursor be in the wrong position. I'm not sure how to solve it, although I think that a larger playing field, which only scrolls when the truck gets near to the edge i.e. rather than the truck remain static at 0,0 (middle of screen) maybe only scroll the map when the truck gets to edge of a box say -300,-300 to 300, 300 (or something, in screen coords) would help. Many top-down and iso games take this approach of only scrolling when necessary rather than a constant map slide. It might just be me though.
    Good job though, I enjoyed playing it! Did remind me a little of Pipemania (which is a good memory!) but with a definite twist.
  13. Like
    staff0rd reacted to WombatTurkey in [Phaser] bananadoh - tile tapping banana-laden action puzzle   
    Very cool use of procedural generated content. I will install this on my tablet tonight for sure.
    One thing I've noticed is I get small camera jitterness whenever the truck is moving. I'm talking like a small, and I mean small jitterness it's barely noticeable. Am I the only one? I'm on latest Chrome. 
  14. Like
    staff0rd reacted to BdR in [Phaser] bananadoh - tile tapping banana-laden action puzzle   
    I tried the web version on a laptop Great game with excellent presentation. The graphics and sounds are very good. I do have some suggestions though:
    It's a pretty hard game, my highscore is 14, maybe make it a little easier or slower Maybe wait a little longer before starting the car? Or start moving after X seconds after the first tileclick The playfield could be larger, or always allow the car to wrap the edge? (when it goes out one side, it appear on the other side) The removing and adding of rows or columns seems is a little harsh and random, maybe introduce that in later levels or after passing a certain score The whole level moves around which can be a little dissorientating. I think it would be a little easier to navigate if the camera doesn't follow the car constantly
  15. Like
    staff0rd reacted to Rudrabhoj Bhati in [Phaser] bananadoh - tile tapping banana-laden action puzzle   
    Very interesting game My high-score is 12, may be with little practice I'll be able to break it.
    Difficulty is what makes the game fun to play and interesting. Very nice work with this game.
  16. Like
    staff0rd reacted to _Sanjay in [Phaser] bananadoh - tile tapping banana-laden action puzzle   
    This game is fun, and the graphics are great too ! Loved it.
  17. Like
    staff0rd reacted to PMG in [Phaser] bananadoh - tile tapping banana-laden action puzzle   
    Good concept. Nice twist on the usual water pipe connecting like puzzles.
    I am really enjoying it.
  18. Like
    staff0rd got a reaction from WombatTurkey in [Phaser] bananadoh - tile tapping banana-laden action puzzle   
    @WombatTurkey I've been staring at that truck so long I didn't notice it but I think you're right.  I think its more noticeable if you get the truck into a closed loop, and then look real closely at the lines that are just under the drivers/passenger side windows.  The lines look as though they are subtlety flashing/pulsing at the same frequency of the jittering.  I'll need to check how i'm moving it.
    @BdR All valid points, but difficult to solve and find the right balance for everyone.  Your first few points illustrate the feelings of many new players to the game, one of "wtf, this game is hard!", and you're right - your suggestions would indeed make the game easier. However, if you play more than a few games, and you start to understand the mechanics and get into the flow a bit more, scoring say around 30-40, then the early game actually feels too easy.  When you start scoring 60 or above, the early game is a little annoying and you just try to pass it as quickly as possible because it doesn't offer as much challenge (or reward, ie; points).
    As such, its a problem of balancing the difficulty of the early the game between not scaring off new players and not annoying regular players.  The early game is already a lot easier than original prototypes (would you believe), and the response from new players seems to fall into one of the following categories specific to difficulty;
    Too hard, can you make it easier? (or just too hard, wont play) This is hard, but I like it This has good balance The game is supposed to be hard, and I obviously like it when players fall into #2 & #3, but I do worry about players who, like yourself, fall into #1, and I'm thinking about ways beyond just making it easier that try to give the player more reasons to try again apart from just making it easier (with the expectation that if they keep trying, it will naturally get easier).  One of those ideas - daily challenges - may in fact have mechanic changes similar to your suggestions, for example different playfield layouts different row replacement rules.
    Also, the way rows/columns are replaced is currently based on the direction the truck is facing as it exits the tile it collected the pickup on.
    Thanks for your feedback guys.
  19. Like
    staff0rd got a reaction from WombatTurkey in [Phaser] bananadoh - tile tapping banana-laden action puzzle   
    Trailer: https://youtu.be/5GWID7iHvPs
    I am pleased to present my first game written in Phaser, and my first submission to the Apple and Google Play stores - bananadoh.
    The game is available right now on the following platforms;
    Web Apple App Store Google Play The game runs on Phaser 2.4.4 and is hosted on the web on Amazon S3 and distributed via CloudFlare.  The iOS version is hosted inside a GCDWebserver-backed WKWebView app that I wrote in Swift.  For Android, I'm using a Crosswalk WebView app that I wrote in Java.  Both mobile versions pass all audio processing to the host application to get around performance issues I found with Web Audio, and are Google AdMob and Facebook Audience Network ad-supported with remove-ad IAPs.
    I have about two months worth of devlogs that I was emailing out to friends and family to keep them updated, and I'll be posting those on my website in the coming week/s.  I'll add an update here when they're up.
    I hope you enjoy the game, please let me know if you find any issues or have any suggestions.  Highest score I know of is 492.

  20. Like
    staff0rd got a reaction from totor in 16GB royalty free SFX   
    Someone felt the same way as you: 
  21. Like
    staff0rd got a reaction from michaelcalkins in MorseRunner   
    One major issue with the game is that you're not optimising your assets.  At the very least you need to link phaser.min.js instead of phaser.js.  The game takes 75 seconds just to download phaser.js from your server, and close to no one is going to wait that long to play - in fact the only reason I waited was because I checked console to see if an error had been thrown and saw the network tab still running.
    I don't really care for the "learn morse code", but I quite enjoyed the skill requirement on the jumps - played until level 6.
  22. Like
    staff0rd reacted to d13 in where to start?   
    It's a high-level interface, optimized for simplicity, to a pure Pixi 3.x renderer.
    It smoothes out a lot of bumps, inconsistencies and debatable design choices in Pixi's API, so that you have a nice and easy to make interactive objects.
    (But, it also gives you access to the global `PIXI` object so that you can do low-level Pixi coding if you want to.)
    And, it includes whole bunch of useful built in-features for game design and general interactive application design.
    You get a fixed-tilmestep-variable-render game loop, built-in sound file player, sound effects generator, easy asset preloading, a built-in preloading bar, a full suite of 2D geometric collision functions, and a full suite of collision functions for tile based games.
    It will also parse Tiled Editor maps, and import Texture Packer formatted texture atlases.
    The aim of the project is simplicity: to get as much done, writing as little, declarative code as possible
  23. Like
    staff0rd reacted to endel in Tic-Tac-Toe Multiplayer (Colyseus Game Server demo)   
    Hi there!
    For those who are interested in making multiplayer games, I'm trying to create some simple ones to demonstrate how to use Colyseus as your game server.
    Here's the first one: https://tictactoe-colyseus.herokuapp.com (mobile friendly)
    Source-code: https://github.com/endel/tic-tac-toe
    Thanks for checking out!
  24. Like
    staff0rd reacted to Antonio89 in Will publish/review/promote your game (free)   
    Yes, you are absolutely right, sir. We are fixing the load time issue. Thank you for your feedback.
  25. Like
    staff0rd reacted to mattstyles in Licensing a html5 game   
    I think you're just after a definition of selling your game to a publisher? 
    There are a variety of ways to sell your games, although based on your snake game, you may be a little way off that yet. Do a quick Google search, I'd guess it boils down to whether you can get paid upfront to develop a game, work for free and hope to sell at the end, or do some sort of revenue/ad share with a publishing network. Pros and cons to each approach.
    If you just mean what license should you slap on your game, technically you dont need one at all but it is a good idea to have one, solely to try and protect your IP. Again, a quick google search will go into more detail than I'm able to. (I have a lawyer to check this stuff for me).
    Again, I'm not clear exactly what you're after here.
    Your snake game loads and plays fine. The button-tapping is crazy for a game like this, you need to add keyboard control, and you need to learn a fair bit about UI design or get someone to do that for you, but, it seemed to do what a snake game should (I couldnt actually hit the buttons quick enough to get an apple, but it certainly knew when I smashed into a wall ).
    Some better graphics in your game would help so some knowledge of graphics theory would help. Using a library is a great idea, but try to learn the theory about how and why it works.
    If you want general advice about creating games then:
    * Be persistent in your learning, keep learning new things and new ways.
    * Accept that creating a game is hard, really hard. Lots of user input, lots of rendering usually, keeping performance high, these are not trivial concerns.
    * Creating a game is multi-discipline, you have to think about how people will play your game, code it, probably do some visual design. Unless you have a team you'll be dealing with multiple concerns other than 'just' coding, so better brush up on those skills too. (the design of a game makes or breaks it, not the visuals, not the code—snake is enduring because the basic game premise is compelling, the visuals are largely irrelevent in making snake a success).
    * Try to finish things. Finishing your snake game is great, however, "you never really finish a game, you just stop working on it" (not sure where that quote comes from), you can add graphics, better user input, better sound, multiplayer, etc etc etc. Learn when to finish and when to continue.
    * Game engines, rendering engines, libraries, frameworks— they come and go. Learn the basics of programming, then the slightly harder stuff, then the specific stuff (in this case JS specific patterns and quirks), then some advanced stuff, then learn how other languages solve problems differently to your 'core' language, then learn more basics, then more hard stuff, etc etc etc. Programming takes a long time, I once heard that it'll be at least 10 years before any programmer is worth his salt, although a general rule of thumb I've heard is 10000 hours, at 8 hours a day with a 5 day week thats 5 years to get good at stuff, and programming is hard man, hence the 10 year estimate! Commit to this and you're potentially in it for the long haul, you gotta love it.
    There are lots of good pieces of advice around but I guess the best one would be:
    * Do what you love doing.
    Don't focus on selling games (not at this stage, possibly not at any stage), focus on making games you'd love to play (and hopefully love to develop) and hope that people will also love them enough that you might, at some point, get paid for it.
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