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About Cyborg_Ean

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    Los Angeles
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    Web, Mobile, Gaming, and Cloud Technologies.
  1. @Nesh108 @Janjua @piobug @Luminous Wizard @Arcanorum Hi! Sorry for the super late response! I had worked on this around the same I post this forum but discontinued not too long after. I'll be doing it again but with Spine in mind. It seems to me the way you model the customizable parts is by far the most important aspect of designing a system so I'll be building this again with assets created (or animated) with Spine. As far as the bit that I'd done, you can see an example and repository below, I'm certainly up to discuss more details if anyone is curious about anything. This example mostly consists of a UI, but the data structures used to create the UI are synonymous with how the playable character would be constructed. Example Repository
  2. I have this idea for creating a character customization system. The system would be implemented as follows. 1) Organize a base template sprite sheet with character components arranged in a composition for future compositing. Example: Lets assume a full body template for a characters design is 125 by 125 consisting of head, body, and leg components. The head component of the character would use 25 pixels and would be isolated on separate parts of the sprite sheet that occupies the respective pixels while the rest of the 100/125 pixels are blank. The same would be done for the body and leg components. 2) Bind the components together via some sort of linked list or maybe even graph based implementation. I'm still learning about graphs and am thinking they're best for this system given compositing more complex sprite sheets will involve layers. Any advised implementations or any kind of information on graphs associated with player creation systems is highly appreciated. I think this is a great opportunity to practice graphs. 3) Next there will be an interface that allows the player to choose the color and textures of each of these components. The player will confirm and submit their design when finished. Now that the player has submitted their design, I'm a bit puzzled about the next step and have a few ideas on composing the data. 4a) Use Phaser api to turn the data into bitmaps? I don't know much about this implementation yet since I'm still learning how to utilize bitmaps and how Phaser handles bitmaps 4b) Composite the items on a canvas and store it in a uri using the canvas to url method. I also lack experience with api but I definitely can see how it would work. 5) Ideally I'll save the data to a database and retrieve them via player credentials. I'm not sure if I'm over complicating things or not so any feedback would be appreciated. I use Phaser but any html5 based idea or solution should be fine.
  3. The timer makes it surprisingly addictive. I'm always fascinated by the impact of simple mechanics towards the fun factor of a game. Leader boards for this game would certainly be grand. The timer goes too fast. However not in a "this is too hard" or unfair context, but more of a "I want to continue my current game even longer" sort of context. I'd suggest adjusting the timer in a sense that will sustain the challenge but allow players to rack up an even higher score. Perhaps this can be achieved with a faster timer but higher time increase per word found. That little sense of accomplishment can be the difference between me giving this current critique then moving on, as opposed to me still playing the game right now. Just my $.02, best of luck and I hope to see how it turns out!
  4. I plan to learn nodejs eventually (i use the terminal to run simple scripts which is probably trivial), but I wish to learn Flask 1st because I really love Python and my capacity to learn is greater (or more efficient rather) when I'm enthusiastic about something. With that said I'm looking for the best learning experience rather than the most simple. Thanks for the link, I'll try to run that later today! Thank you so much for all the quality advice! This is certainly something I'll come to back to refer to. I was worried about aiming for something a little too complicated for a 1st project and this pretty much solidifies it. I'll be sure to come back after making that single player game for more advice. In the meantime I'll be studying and practicing the use of static server since I now have a much better idea what the problem is.
  5. Hey everyone, I spectate these forums all of the time so this a very late intro. I'm very excited to begin making games with Phaser but since I'm new to Web Development technologies (especially the backend) I'm certainly in need of some direction. I have a few beginner questions so please excuse my rudimentary knowledge of Web Dev. Aside from learning Phaser I'm picking up Flask to develop knowledge of the backend, that also means learning template rendering. I'm struggling with Hello Phaser, and I believe it has something to do with the distinction of loading Phaser assets and loading Flask assets. The problem is I'm not sure how to use Jinja to access the Phaser api (or rather 'game.load.Image' atm)? I also tried this setup with little luck. Any help here would be greatly appreciated! I've spent the last couple days reading tons about jinja, flask, phaser, html, and even found myself looking through the pixi api, but I just don't know enough about web dev or these apis in general to pinpoint exactly what I'm looking for at this point in time. Also, can someone point me in a good direction towards quality learning material for server side programming for gamedev. Advice on how to approach the topic would be very useful! I'm focusing on Flask at the moment, but soon after I'll try my hand at Django and other Web frameworks as soon as I develop a comfort zone and a project or two. Or there more convenient routes for learning the back-end that I can take? I accept that I have tons to learn but I'm so excited for Phaser that I'm willing to learn as much as it would take to do it right! (I have some experience with Python, Js, and Java. Also GameMaker, for what it's worth)