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  1. Glad you found it. Good luck with your project
  2. Also there seems to be something wrong with your setup. When you run ‘npm run build’ it creates a +8mb file that seems to way to big. The problem will be somewhere in there, but it is hard to tell because the file is so large...
  3. Thanks, Samme! I'll give it a spin!
  4. I think the problem might be that you are running javascript code as typescript. It's also not a good idea to deploy the node_modules folder to production.
  5. In phaser 2 we used to be able to detect when someone left the game open in another browser tab or when the game lost focus by implementing the onGamePause and onGameResume methods in your scene object. I was wondering if there is something similar in Phaser 3..
  6. This game is a little bit unusual: it has no graphics (it is a text adventure), but it is a game and it is made with React (javascript) so i guess i can post it here Ibe is an augmented reality text adventure that takes place in a parallel universe. The game uses points of interest in the players everyday world as anchors to tell a fragmented and dystopian storyline. It uses geolocation and the Google Places Api and then describes the place in an alternate reality, where you need to guide a girl called Ibe to safety. It works best on your phone, because you will have to do a lot of walking. I made it for AdventureJam 2018. Play: https://ibe.supernapie.com/ Blog post: https://supernapie.com/games/ibe Jam entry: http://jams.gamejolt.io/advjam2018/games/Ibe/338381 Game Jolt page: https://gamejolt.com/games/Ibe/338381
  7. Quinten


    Thank you for the feedback @toraleca and @onlycape. I think hardcore fans of Candy Crush will think my game is a cheap ripp off of their favorite game, that doesn't have that many levels. Yet that idea won't stop from experimenting with phaser and try to learn game development. I just wanted to do something different from my normal platformer mechanics and thought the idea of 'unmatching' tiles was worth building a prototype around.
  8. Quinten


    Hi there, I have been tinkering with phaser 3 this last month and made a puzzle game i want to share with you all. Check it out at https://supernapie.com/games/unmatch It's a match 3 game based on the Wisconsin card sorting test. Properties (color, shape and count) must either completely match or be completely different. For example three red tiles with different shapes but 2 shapes on each tile. Or three different colors, 1 tile with one triangle, 1 tile with 2 triangles and 1 tile with 3 triangles. It may seem difficult, but the tutorial levels will make it clear. After the 3 tutorial levels you unlock a level editor and you can beat your own score. Feedback == welcome
  9. Quinten

    Dave's Disk

    Hehe, i first thought of going for 'Press down to talk' but Dave is not a very talkative guy. So in the player's mind he or she can say anything to the coworkers. The coworkers don't care and just say conveinently what fits the story... That's why 'listen' made more sense to me.
  10. Last two weeks i have been busy building an adventure game for #AdvJam2017 You can see the game page here: http://gamejolt.com/games/daves-disk/255500 It's a game about a Dave Flimsy, a game developer who finds a rather unpleasant message in his mailbox when he arrives at work in the morning... I don't think you can vote if you didn't participate in the jam, but you can help out by giving it a positive rating and therefore bringing it under attention of the judges. Extra screenshots:
  11. Quinten

    dead sticks

    Extra visual stuff or sound when you unlock a node is a very good idea. I wanted to make a minimalistic game after playing Minimize on ios. I don't remember how i came up with the idea for clicking and then dropping the things. But i built some verlet physics experiments in the past with processing and flash. Originally those experiments started with code from this book http://www.apress.com/us/book/9781430216087 Some stuff is for the flash api but some stuff can still be ported to javascript. See the src/game/plugins/verlet.js file for my current implementation of numerical integration.
  12. 'dead sticks' is an abstract and minimalisitc puzzle game with physics based on verlet integration. Last thursday i found out about the project #onegameamonth and i still wanted to submit a project by the end of april. So i quickly finished this prototype over the weekend. (So i am planning 11 more games. lol) You can find out more on itch: https://supernapie.itch.io/dead-sticks
  13. When i render a tilemap the colors look a little bit lighter. I see this chrome, but other browsers might also have this problem. You can reproduce this by setting the stage background color to the same color as one of your tiles. Anyone else experiencing this problem? Does this has something to do with color profiles of the png's you export from photoshop? I can't figure out how to get it right...
  14. Thank you! Source code is available (see post)