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Jon Goikolea

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Everything posted by Jon Goikolea

  1. Hi there, I'm having the same issue. I need a scrolling background that changes as the game progresses. For the moment I have a tileSprite that I scroll endlessly using autoScroll but that's it. Let's say I have two 300x500 px backgrounds and in a given moment of the game I need to change from background1 to background2 seamlessly. You talked about using groups but then I would't be able to use autoScroll. I'm a bit confused on how should I implement this. I need some help (Don't take into consideration the two backgrounds not matching in the image)
  2. As I understand your question you'll need a HTML5 app and then port it to different platforms using phonegap for example. Take a look in the official site.
  3. Around 40 fps on the Iphone5. I also wanted to do a game of a kind, but never got the time Looks pretty good IMO, needs some fine tuning for sure, but the basics are there
  4. Same with FF, also it freezes when I press the space bar
  5. Great work! Will use Phaser in my next game
  6. Just played it on the iPhone5. quick things I see: -If there is sound, safari doesn't play it -background parallax effect it's just weird. It only advances when you touch (make rise) the rocked so feels a bit odd
  7. Works fine on Iphone5. I like the game. Some of the easy levels (I played those) are almost identical and don't offer anything new to the player.
  8. Do you know of any free game engine that would be suited to teach youngsters how to make (simple) HTML5 games? I'm preparing a project focused in my local basque speaking community and I would like to offer the basic resources so the teen can make their own games. I know for example Scratch, that is a very nice tool to make games for kids, but I would like to also offer some basic HTML5 content.
  9. I have to admit that the game surprised me in a very positive way. I've clicked the game in marketjs with low expectations but the little insects almost melted my heart! haha Well done. PS:Ok, sound is not playing in Firefox for me. Just for the info.
  10. Love the style and love games that tell a story! in the first gate I entered from the right side, so I get out from the gate on the right side and as I was pressing left key, it entered again and it entered again and again... some crazy teleportation! it has potential!
  11. That's smart , I didn't even think of that possibility! So you suggest doing this: canvas.width *= window.devicePixelRatio;canvas.height *= window.devicePixelRatio;canvas.getContext("2d").scale(window.devicePixelRatio, window.devicePixelRatio); While drawing with double sized sprites and downscaling them by window.devicePixelRatio in the drawImage() call. I'll definitely give it a try
  12. This helped to clear some fog from my mind! Thanks! i'll try this approach or if availabre I'll try to use bigger sprites and proper coordinates so I don't have to scale up the context.
  13. But neither of you had lunch with her parents
  14. I'm having a little trouble to understand this: I have a canvas, let's say 480x320, and I use a div container to resize it. CSS.canvas { width: 100%; height: 100%; }JSresize(); //Here using window.innerWidth and window.innerHeight I find the dimensions of the device and I apply those measurements to the div container so the game gets resized via CSS.Viewport<meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no"> If I use this code on a retina device, will it display the game correctly stretched or double sized? Different pov, same question: will window.in
  15. I'm glad you like it. Yep, in small devices the touch area assigned to movement is maybe too narrow and it is also in a dangerous zone as you say. Maybe I should consider moving up the character a little bit and get some more space to breathe (less space for playing though ).
  16. You are right on both points. Animations are a bit too much linear. I will try to research on that because it will be useful for future projects. I'll try to find a more suitable place for the combo graphics also. I really appreciate your comment!
  17. Thanks, I will try the first approach in a platformer game and see what I get. Good to hear you got nice results, I tend to undestimate HTML5's capabilities By the way, I'm using this article on the subject if anyone is interested.
  18. Thanks for your feedback! Yes, I know iBasket is a similar game, but the reference is this other classic flash game. In fact I didn't play iBasket till you mentioned it on purpose
  19. First two of the four games that I've finished so far. Action game inspired by the youtube heroes and those people who always have the time to take the camera out and film the events in the most exceptional situations Here the link Overall feedback is appreciated! If you use a mobile device I would be happy to know how the game works on the device! Basketball game with 3 modes: - Time Trial - In the zone - Practice mode 2 differents playgrounds. Link If you use are using the 4+ Android Browser for this one I would really appreciate if you tell me if it works or not be
  20. I'm building a very simple platformer using tiles and I wonder which way would be the best to render the map when the target is obviously a mobile device. As far as I know there are 3 main strategies: Render game as it comes just simply checking which tiles should be in the screen in every single frame and draw the pertinent tiles. Straight forward, but the scene need to be recomposed every frame. Draw map chunks to invisible canvas layers and work with those chunks. This method seems to be flexible enough to offer good results but the question is how big should be those chunks, and how affe
  21. It won't work. Drawing transparent pixels doesn't imply clearing them. Anyway I will test it now.
  22. I've just tried it with the Android virtual machine and it doesn't show any love to this. I was rendering a game over a static image so I think I'll just detect the troublemaker android browser versions and render the scenario to the canvas only for these cases.
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