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Mike018

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Everything posted by Mike018

  1. Glad you liked it! I don't have any recommendations for tuts.
  2. Nice! I used phaser chains pretty much every day that I was developing with phaser. It made working with phaser super easy!
  3. Yep, I think I made it to the newsletter June/July 2017 on my first version and again in November 2017 for my second version. I recently finished remaking the app a few weeks ago for the fourth time (never released the third version) using phaser 2.6.2 (I literally started rewriting it a week before phaser 3 was released!). Edit: Wow, it seems I also made a small game prototype in June 2016 and it also got featured (Two Blades)! I think I learned phaser for a few months and did nothing more with it until almost a year later, somehow the timeline in my mind thought a year was just a few m
  4. Over a year and a half ago, I started to learn how to program while using Phaser. Since then I've released a number of mobile apps that have been commercially successful and allowed me to work from home and basically do anything I want with my life. Since I've had a blast working with Phaser, had lots of help from the community, and have anxiously waited for every Phaser newsletter since I started using it, I figured I should share my little story with you guys. I'm one of the few who uses Phaser solely for mobile apps, but I never actually planned on doing that. 2 years ago my friend and
  5. If I have an onInputUp event on an input enabled object and it is is tapped and held down until outside the original object and then released, how do you prevent the event from triggering?
  6. I have a boolean variable that is changed to true after a certain time to tell update() to start looking to see if the user has finished interacting with everything. But I have to always check for that variable in the update method even though 95% of the game it doesn't need to be there. Is there a way for the update not to check if this variable is true or false, and for the things I need update to check for just be injected into the update method at a certain time?
  7. I'm wondering if you have a 30x30 solid square compared with a 30x30 square with a gradient or a gaussian blur applied to it, will that be extra processing power to move & animate it? From my understanding, once the sprite atlas is loaded, only the size matters, is that correct?
  8. const filenames = ['test1', 'test2'] forEach(filenames, filename => { try { this.load.audio(filename, './audio/' + filename + '.mp3') } catch (error) { console.log('Failed to load:', filename + '.mp3') } }) Seems this.load.onFileError.add(console.log, this) doesn't work either.
  9. Great, thanks for the advice. One last question, what do you use to play audio sprites, howler?
  10. Do you use uncompressed audio files at all for SFX? I've heard for short files, uncompressed audio is more suitable, but in the context of native apps, not sure about web. Also, for mobile, what's the limit for audio sprites?
  11. Do you use audio sprites for mobile? Back in the days when I used phaser audio for everything, I tried audio sprites and a pretty good chunk of android users couldn't get anything to play, which was the same result I had for using individual audio files. Now I'm using the cordova media plugin to play audio now for android, and last I checked it doesn't support audio sprites but significantly reduced the amount of feedback I got about audio issues.
  12. Originally I used all mp3s around 180 kbps, but I often get feedback from users that some audio doesn't play, or gets cut off. For audio less than 1 second, I want to switch to an uncompressed file, but which one to use? Audacity has a giant list of stuff. For audio 1-3 seconds long, is mp3 the most efficient and quality format to use?
  13. I'm wondering if there will be a way to search through the documentation like here: http://phaserchains.boniatillo.com/ Seems like that isn't updated anymore, but it really made working with phaser a lot easier than referencing the official v2 documentation.
  14. if the games are both on iOS and android, why make a web portal? i get the feeling all these current web portals were there years ago, before everyone had a smart phone and that's why they somewhat work now. but if someone was to start now, why not just stay on iOS and android, especially if resources are limited? i literally have nothing to back up my opinions on this, so someone with more experience please enlighten me!
  15. Some users ( < 1%) are not able to view kanji, they just come up blank, any possible reasons for this? I use bmGlyph, export with cocos2d / BMfont format and my bitmap file is 1400 x 1400 on android wrapped with cordova crosswalk. Strangely they can see hiragana and katakana, which is in the same bitmap file.
  16. Which devices and what % of devices that you tested weren't offering a smooth experience on android?
  17. How many objects before a state change should you start considering using an object pool? Now I don't break 50 with a single type of object, so I haven't bothered, but I'm curious about when it will start having any signs of performance issues. 100? 500?
  18. Learn Chinese by playing games! Also, have a few other languages out. Chinese: https://play.google.com/store/apps/details?id=com.jernung.infinite.zho Spanish: https://play.google.com/store/apps/details?id=com.jernung.infinite.spa French: https://play.google.com/store/apps/details?id=com.jernung.infinite.fra German: https://play.google.com/store/apps/details?id=com.jernung.infinite.deu
  19. Hi all, I’ve been working on a mobile game that teaches you basic vocabulary. I released 2 languages a few months back and have got a lot of positive feedback, so I have just recently added more languages, including Chinese! What this game does that separates it from other educational games is that it’s built from the ground up as a game first, meaning that it plays just like a fun and quick mobile game. Another goal I had is that when you close it, you will actually remember the words that you learned outside of it’s context. It seems obvious that an educational app would have this “feat
  20. So the max dimensions of your atlas should be 2048 x 2048 on mobile, but I'm guessing the actual image size is the thing that actually matters, not the dimensions? Mainly because my bitmap font file is bigger than 2048 x 2048, but the size is less than half of my atlases. So I'm wondering if that might be the cause of some crashes and slowness that some devices have been experiencing with my app. So is it dimensions or size that actually matters?
  21. Just released a huge update with new categories and gameplay, check it out!
  22. I have a page where I want users to swipe to go to the next page, but there are also a lot of buttons on that page. How do you I prevent the click event from happening when the user is trying to swipe when they start their swipe right on top of a button? I'm using this plugin here for the swiping: https://github.com/flogvit/phaser-swipe
  23. I'm using cordova on android, and whenever the app starts up, after the splashscreen the screen with flicker for a second before starting the app. Any tips to prevent this?
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