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Everything posted by koobazaur

  1. I haven't tried Crosswalk. If it uses Cordova, is there a reason why I should try it in lieu of Cordova directly? I ran the test APK on actual phone and it did much better. But one of my other simpler games still ran pretty choppy :/ I tried my latest and I just get black screen, not even loading. Is there a way to view the console log? Tried going to sdk/platform-tools and calling: adb logcat browser:V *:S But it didn't show a single console log line :/
  2. Heya, So I just did a little test APP using one of the samples that just tweens a single sprite. And it runs at 4 fps :| Is this normal? Am I doing something wrong? I have tried both PhoneGap and Cordova. Here's the code: var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update}); var theText; var sprite; function preload() { game.load.image('disk', 'assets/sprites/copy-that-floppy.png'); game.time.advancedTiming = true; } function create() { sprite = game.add.sprite(400, 100, 'disk
  3. Some reaction videos from Geek Girl Con. It's good to see players arguing over the themes you wanted them to argue over https://www.youtube.com/watch?v=kG2vLbY_g7k
  4. Porting to Mac, progress happening Big thanks to Fluffy for lending me his Mac Mini to work on!
  5. Thanks I'll give it a try next time I'm working on it. Cheers!
  6. Reactions from Geek Girl Con. Because YOU TOO can be a terrible father!
  7. What if YOU controlled national news? Short, thought-provoking adventure about media-bias. Control national News and its impact on your career, society, and family. Multiple unique endings let you share your story and see what the Headliner before you did. Find Out on Steam Today HEADLINER is a short media bias adventure game where YOU control national news and its impact on your career, society, and family. Share your story, and see what the Headliner before you did. I made it with Phaser and NWJS + Greenworks for the standalone app. Working
  8. Hey guys, I'm trying to port my Phaser app to android with Cordova and finally installed all the stuff necessary to get it running! How can I view the output of console.log() in the emulator? Right now I get the "black screen of death" and have no idea why without the log. Thanks!
  9. bump - anyone have any different experience?
  10. I recently started experimenting with Filters (shaders) and while it runs well when using a single filter on the world, applying a filter to my sprites seems to be killing performance. Even a simple filter that does nothing but output the color set on just 50 sprites is dropping my framerate from 50 to 18, even when sprites are offscreen. Is that to be expected? It makes filters virtually unusable unless very sparingly.
  11. Hey folks, I wrote a post on my blog that people looking to release their web-games on Steam etc. might find useful. Just repasting it below. Developing an HTML5 and JS game as a standalone application can be a murky process. Here's how to set yourself up right and make the testing and building fairly painless. This article was originally published on Koobazaur's Blog. Project Background I am currently working on HEADLINER, an experimental adventure game about controlling the news, swaying public opinion and keeping your family safe. Wanting easy distribution and
  12. EDIT: OK, I think I finally got it working using: window.onresize = function(event) { var gui = require('nw.gui'); var win = gui.Window.get(); console.log("Resizing Window to : " + win.width + "x" + win.height); sGame.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; var d = document.getElementById("gameDiv"); d.style.width = (win.width) + "px"; d.style.height = (win.height) + "px"; sGame.scale.pageAlignHorizontally = true; sGame.scale.pageAlignVertically = true; }; Wonder if there is a better way?
  13. Hello folks, I'm using NWJS to make a standalone build and wanted to make the window re sizable. My game is designed for 1280x720 so ideally I'd like it to scale without needing to re-code everything. Right now I set "game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;" and it scales OnLY with the width. So when I shrink the height, it doesn't scale at all hidden. Likewise, it is capped at canvas size and will not scale above 1280x720px. I'm wondering what the best way to go about doing it, some sort of CSS and Phaser setting mix? Or do I need custom JS to resize canvas based on wi
  14. Howdy, In my game I lock the cursor to canvas, so I use a pointer lock and then track/draw a "virtual cursor" manually. However, this causes sprite click callbacks to no longer trigger: sprite.inputEnabled = true; sprite.events.onInputUp.add(this.OnSpriteClick, this); Is there any way to get it working ? As a workaround, I figured I can manually check but I am having a hard time since figuring it out. sprite.getBounds() returns local bounds - how do I translate the my cursor position to sprite's local space? I couldn't find a matrix member under Sprite definition in the d
  15. Hahaha thanks that is an encouraging reply =) It's far from awesome tho, as it's just a first alpha, lots of kinks. EDIT: And just added a new release, fixing a bug and adding 2 new enemies to up the ante ;p
  16. One Man. Infinite Molotovs. Play NAO
  17. Yea I thought about it, but I got other NPCs as well wandering so I dont want to limit them to not be able to walk too close too walls :/ Hmm guess creating individual wall sprites really is the only options
  18. Hmm not quite since i want the same wall (tile) to be either in front or behind, depending on where the player stands. Does phaser just create separate sprites for each tile? Or does it batch a layer into one big sprite? I thought it was more efficient than if i created the sprites for each tile myself. Reason I'm using it (and didn't want to create separate sprites for walls ) is for better performance.
  19. Oh neat thanks. Does it work on Tilemaps tho, treating each tile as a separate sprite and taking in other sprites in consideration? Hmm I don't think tiles/tilemaps even belong to a group though?
  20. Bump - i take it there is no other solution then?
  21. Heya, I'm trying to implement a scene similar to Party Hard house where the wall tiles height is twice their width. When you walk from the bottom you stand in front of the wall, but when you walk from the top you go behind it. It's like walls in isometric games, but from a straight perspective. Is there any way to implement this using Tilemaps? It seems I'd need to create each wall as a separate object and just define collision to half the height, anchored to the bottom. I am also using TILED Map editor and don't think I can really do it inside it either (so I'd have to "fake"
  22. Seems so. The other events/pageviews are getting recorded properly. I didn't see any errors in my console.
  23. Hola, So I tried integrating GA into my latest game for some stats tracking based on official google docs. I got the page views and events working but my metrics show up as "not set" for some reason. Here's my set up: Here's the code I set up: TrackPageView: function(inPage, inTitle) { if(!this._IsInitted || !this._IsEnabled) { return; } ga('send', 'pageview', inPage); if(typeof inTitle !== 'undefined') { ga('set', 'title', inTitle); } console.log("GA PageView: [" + inPage + "][" + inTitle + "]"); }, TrackEvent: function(inCategory, inAction,
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