hotfeet

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Everything posted by hotfeet

  1. it's not phaser and it's not golf but it contains everything you would need. https://www.codeproject.com/Articles/217626/Html-Snooker-Club i think if you give it a read it will show the way.
  2. it depends on the background. if it is a rectangle with rounded corners 3 images sounds correct. just slice the ends off and use a 1px wide image for the centre and stretch it for the width of the text. you could cheat and have just 1 end and flip it when drawing the other end but the first option seems standard. if it's a rectangle with square corners, you can just use 1px wide image and stretch it, so super simple. if it's a stylized background with elements which can't be limited to 1px and looks wrong when stretching, you can just repeat it over multiple text widths, at least that's what i'd do. in the end you'll just have to test test test.
  3. hotfeet

    Isometric collision

    i can't mess about with your code at the moment but i see some things that will give you headaches down the track. maybe check out this example it might give you some idea to get up and running. https://jsfiddle.net/hotfeet/x0s9jdn5/
  4. check out this though i'm not 100 on how you would implement it in your desired render style
  5. these are cool. have you thought about just having a grayscale version and using sprite.tint to save having to use more than a single sprite sheet and having to do the work of converting them to the colors you want. there is a demo here
  6. hotfeet

    Putz

    simplistic presentation but an interesting mechanic. i liked this.
  7. there is a bunch of stuff i don't get about your implementation like using multiple canvases. i did up this jsfiddle https://jsfiddle.net/hotfeet/h015gfgt/ maybe it will help you out a bit. i was going to mess about with your code but i figured it easier to just post a working example of a basic top-down game.
  8. it's difficult to know what might be the issue without seeing some code. it does sound like tunneling and can be a bull to wrangle at times. you might need more advanced collision handling than what was in the fiddle. i just offered it as a simple solution and it works for a lot of things. best of luck.
  9. v.well made. i like it. added your blog to favourites lookin forward to what else you make.
  10. instead of the usual tileX = x * tileSize tileY = y * tileSize i'd do tileX = x + x * tileSize tileY = y + y * tileSize you can check out this fiddle and adjust the spacing var to experiment with the effect https://jsfiddle.net/hotfeet/2pzuwwtf/
  11. here's a quick fiddle that shows that cool minkowski shizzle. i didn't add keyboard controls but just mouse over to move the rect you can just adapt from that. the relevant code is really just the function rectCollision(rect1, rect2) https://jsfiddle.net/hotfeet/euobdLvy/
  12. 3 5 & 6 are my favourites. the lava glow on the walls in 6 is nice. 3 has a great feeling of depth something those dark lines in 4 detract from imo. cheers for the vids.
  13. v.cool love it. i was derping hard at the beginning but once i got going it was sweet.
  14. i see you have terrain generation listed there I assume that will include some sort of noise generator which would be one of the first things i would recommend. also i'd say a simple animation class and a whole bunch of debug options such as rendering collision geometry and coordinates and such. i only had a quick look at the git so maybe you have some of this already but that's my 2 cents. anyways looking good so far.
  15. omg his bones remaining is the best thing ever. love it. wd.
  16. much polish for a first game wd. can't wait to see what you crank out in the future.
  17. not sure if this is 100 percent what you're looking for but m1erickson has a really nice jsfiddle on it at http://jsfiddle.net/m1erickson/mYKp5/ that i have used before. it is quite clean imo.
  18. i don't think you can rely on the site to expose your games to the masses. the same goes for most of the other sites of this type. with so much content and very little acknowledgment given past the first 2 pages of results by users it makes it difficult. i think it's about building connections, review others stuff and some review yours, gradually you gain more exposure and hopefully make some friends. it's a shame about the rating without even playing the game but it happens. personally i am a fan of the site and use it regularly. best of luck.
  19. hotfeet

    Quicket

    what a kick arse game. wd. loved it.
  20. Love those comets. n1, there is a great tutorial over at http://wwwtyro.net/2016/10/22/2D-space-scene-procgen.html i'm not using shaders though and still managed to get something i was happy with. first i generate a radial plasma gradient (but you can use whatever texture) and use it to render a simple set of particles bound to the screen space which works for me. just to show it can work here's a demo. WIP the nebulae has a bit more speed than it will in the final but i really wanted them to move.
  21. an old post but couldn't you apply an update rate to the object and use that to calculate when it should do stuff? something like function obj(x, y, updateRate) { this.position = new vector2(x, y); this.velocity = new vector2(0, 0); this.acceleration = new vector2(0, 0); this.maxSpeed = 4; this.updateTime = 0; this.updateRate = updateRate; this.updateLast = 0; } obj.prototype.addForce = function(fx, fy) { this.acceleration.x = fx; this.acceleration.y = fy; } obj.prototype.update = function(step) { this.updateTime += step; if(this.updateTime - this.updateLast > this.updateRate) { //do your update this.velocity.add(this.acceleration); this.acceleration.zero(); this.velocity.limit(this.maxSpeed); this.position.add(this.velocity); this.updateLaste = this.updateTime; } } but really couldn't you do this without changing "time scales" and just limit the velocity or simply apply a different force to each object
  22. cool little time killer. and you've overcome the biggest hurdle for any developer getting that first game finished. wd.
  23. there is a book called AdvancED ActionScript 3.0 Animation which contains a great section on creating assets. I know it's a as3 book but it's super easy to translate and the asset creation is pretty well language agnostic. When I did my last dimetric/isometric (whatever term you prefer) I used a tutorial for blender to setup an orthographic camera and it really helped http://flarerpg.org/tutorials/isometric_tiles/ Best of luck it can be a real headache but a worthwhile effort imo.