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About Lolomancer

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  1. Well, it was interresting to complete all levels keeping in mind this game made with Phaser. A minor rendering bug with "bridge" level. Some textures of bridge jumping on textures with shards/swords. But this is triffle. Good job!
  2. Great game like a popcorn, you eat it as long as you have it near. P.S.: 2 espace3d: Is there was a port of Mario Kart on NES from SNES?
  3. Guys, thank you very much! You was absolutely right about wrong calling section. It really should be within create section with "add" instead of "addOnce" property. Just few listeners is needed within update section. Now works perfect. Thanks! P.S.: I used "console.log" and "velocity monitoring tool (debug with changed formula of velocity assignation") for tracking the number of assignations.
  4. Great and addictive work! Encounter two errors while playing: 1. "Failed to load resource: the server responded with a status of 404 (Not Found) https://melon-not-found.github.io/favicon.ico" 2. "Uncaught RangeError: Maximum call stack size exceeded kha.js:8131"
  5. Thank you very much for your reply. Well, I thought that actual code might be too massive to post it on forum "as is". I'll bring some parts in that case. There is no really difference how many seconds the key is pressed down, assignment sequence appears just once with virtually random quantity. Can't say about "assigning on every update frame", cause of poor understanding Phaser's mechanics on that stage. Hope there might be some light shining upon that matter after you'll look at the code. I'm using Phaser's Arcade Physics. About "number 3". I'm trying to realize smooth movem
  6. Greetings, I was looking the forum for an answer, but wasn't able to find even the issue. Maybe it's just my wrong usage of Phaser mechanics. Anyway, I'll be gratefull for any information. The matter: I got two separate files ("game.js" and "player.js"). While game.js used as a "state", player.js is just an attached library with some functions. There is hotkey binding in player.js, which is called in game.js within "update" property. You know, to make an object move around. But when the hotkey is pressed, there are from 60 to 150 identical assignments happens. It is about
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