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About michaelcalkins

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    Advanced Member
  • Birthday 05/19/1991

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    Seattle, WA

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  1. Update on progress for any future googlers: Still needs tons of work but the plugin code is here: https://github.com/michaeljcalkins/arcade-polygons-plugin
  2. Thank you for the new google terms found: https://github.com/hexus/phaser-sat-example Going to run with this!
  3. We want to make our maps using polygons but in an arcade physics game using custom collisions somehow. Everything in our game is a basic rectangle except for the maps and we are trying to get optimal performance by only detecting collisions between rectangles and polygons. We tried: Box2D but this would require a game rewrite for a small segment of desired functionality and less performance arcade-slopes-plugin but we are wanting to make maps faster and scaling tilemaps is buggy I'm currently studying the arcade-slopes-plugin to figure out what we need to do. A
  4. @Nicolai I'll do my best to explain clearly, I'm new to this MMO game dev. Networking Player pushes button and the game reflects their player's position immediately Every frame we send the player's current position to the server (60 times per second) Our server validates that data and then updates that player internally Our server has a loop that sends an update of all players 20 times per seconds When you receive the game loop event your local game now knows about new and disconnected players, creating and destroying sprites (ideally would be reusable s
  5. I've had a few people mention this now. We'll definitely take it into consideration, thanks for the heads up!
  6. What do you mean the respawn ruined the game? Do you have any preferred methods for choosing weapons?
  7. This is the first time I've attempted something like this, any good examples that would point me in the right direction would be most helpful!
  8. I'm trying to program the scale and resize behavior you find in http://diep.io. Currently I'm doing the following which adds horizontal or vertical bars. this.scale.scaleMode = Phaser.ScaleManager.USER_SCALE var scale = Math.min(window.innerWidth / this.game.width, window.innerHeight / this.game.height) this.scale.setUserScale(scale, scale) window.onresize = () => { var scale = Math.min(window.innerWidth / this.game.width, window.innerHeight / this.game.height) this.scale.setUserScale(scale, scale) } Which looks like:
  9. They were not before but I just learned how to use atlas JSON in phaser and it worked!
  10. I can't believe I wasn't using that before. It's fixed now
  11. I just saw that in when I found where the console was in Firefox. At least I know what the error is now. hahah not stupid extremely valid and I did many times just in case. The image in question is 10,800x329. I can reduce this in size because I think I scale down atm.
  12. Hmmm still getting this in Firefox only... @rich Possible phaser bug?
  13. I develop locally and push to the server. There are some race conditions happening that I haven't nailed down yet. Likely a sprite didn't load in time when I "started" the game.
  14. This game rocks man! One thing is that your NPC's don't lead their shots so I simply go all the way left and all the way right they never hit me because they only shoot at where I was.
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