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Everything posted by Kosmoon

  1. We are a duo, i'm the programmer and my associate is in charge of marketing, communication and management. We are about to launch Astrogon, an arcade platformer mobile game. We wanted it to be intuitive and easy to learn but really challenging at the same time. You need to avoid the opposite color, unless you are purple (Purple is like Mario's star). green power-ups give you an extra jump. If you are purple you have an extra jump just by touching a wall and gravity changes. The main plus of this game is the community levels. I made an in game level editor, and users will share their creations and watch people play thanks to a Replay feature. I can't tell how much i love Phaser! It will be compiled with Cordova to be released on mobile. If you want to know more about it, here is the website: www.astrogon.com Thanks.
  2. I used the in-game level editor to accomplish this. This level has a concept, some challenge and interesting interactions, that's what makes it a good design. When you begin with the level editor you're just throwing traps and enemies here and there, but when mastered, you can really make interesting things.
  3. Thank you 👌 A lot! 😛 thank you for the feedback. Thank you for trying it! I will work on a remapping possibility for the move keys, right now, you can only move with cursor keys, or gamepad.
  4. Hello! I have chosen this forum to be the first place where i will communicate about the release of my game, because Phaser has a special place in my heart. i decided to work hard on this project, alone, and never talk about it until it was well polished. I was about to release the beta in a couple of days but... what a surprise, i just saw that PhantomStom made an article about it! I don't even know how he found the URL, but i'm glad he did it :). So a little earlier than i expected, here is Infinity Land (BETA): https://infinity-land.net/ It's a sandbox platformer, you can create your own levels, and share it with the community. Greatly inspired by Mario Maker of course, but also: Metroid, Mega Man, Super Meat Boy, i wanna be the boshy. The levels i design are pretty hard because i like to improve from dying! but i will make more easy levels for beginners. I suggest you to look at the SPECIAL INTERACTIONS page to know more about all the subtleties. You can also play the controls tutorial without registering: CONTROLS TUTORIAL You can help me to improve the game by reporting issues or misspelled worlds to support@infinity-land.net. Thank you in advance for testing the game, any feedback is welcomed.
  5. onTap is a mouse or touch signal, onUp is onUpCallback for gamepad and it doesn't allow fullscreen too.
  6. Triggering fullscreen with onDownCallback with game.input.keyboard works fine, but with game.input.gamepad i get this error: " Failed to execute 'requestFullscreen' on 'Element': API can only be initiated by a user gesture." Is there a way to modify phaser.js to recognize the gamepad as a valid user gesture for fullscreen? game.input.gamepad.pad1.onDownCallback = function (button) { if (button === 9){ game.scale.fullScreenScaleMode = Phaser.ScaleManager.SHOW_ALL; if (game.scale.isFullScreen) { game.scale.stopFullScreen(); } else { game.scale.startFullScreen(false); } } }
  7. it happens to as well with firefox only, it drops to 30fps randomly (rather rarely, i would say 1 chance on 20), if i unfocus the window and come back it comes back to 60fps.
  8. function windowCloserOpener(_window,action){ if ((tween && tween.isRunning) || _window.scale.x === 1){ return; } if (action === 'open'){ tween = game.add.tween(_window.scale).to ( { x:1, y: 1}, 1000; Phaser.Easing.Elastic.Out, true); }else if (action ==='close') { ...... } } //and then make the callbacks like that: popup2.events.onInputDown.add(function(){windowCloserOpener(popup2,'open')},this); // you need to call your function in another function in order to pass it parameters
  9. i wanted to achieve the same thing not long ago, here is how i did it, there is maybe a better way but i did not find any in documentations: to place the new texture at the right place, we need the good top left coordinates. so we need to find the point with the lowest X in the graphic shape, and aslo the point with the lowest Y. here is the array of points of the graphic: yourGraphic.currentPath.shape._points let say i put this array in a G variable. the even indexs in this array represent all the X coordinate of the points, and the odd indexs represents the Y coordinate of the points. i wrote two functions to make new arrays: xPoints and yPoints, and then i aplly the reduce function (its a global javascript array function that takes another function as parameter) to obtain the minimum number of each array, and VOILA you have the coordinate to the new texture: function evenIndexArray(array){ let newArray = []; for (let i = 0; i < array.length; i++){ if (i%2 === 0){ newArray.push(array[i]) } } return newArray; } function oddIndexArray(array){ let newArray = []; for (let i = 0; i < array.length; i++){ if (i%2 !=0){ newArray.push(array[i]) } } return newArray; } xPoints = evenIndexArray(G); yPoints = oddIndexArray(G); function minSearch(a,b){ if (a>b){ a=b; } return a; } textureX = xPoints.reduce(minSearch); textureY = yPoints.reduce(minSearch); the problem with this method is that you need to reajust according to your lineWidth: yourNewTexture = game.add.sprite(textureX - yourGraphic.lineWidth, textureY - yourGraphic.lineWidth, yourGraphic.generateTexture());
  10. my guess: Try to see if you have your platform set to sprite.body.moves = true when it actually is not moving, or immovable or anything that makes it not moving. Or if you have a manual Y replacement of the player 1 or 2 pixel too much, Or try to set player.body.velocity.y to 0 when colliding platform.body.top.
  11. maybe playing with game.camera.bounds.x / game.camera.bounds.y and game.camera.scale.x / game.camera.scale.y will do the job.
  12. wow, i have finally solved this! after 2 days of struggle, battling with my code, all for nothing, it was my antivirus software: AVAST. Never use this antivirus with phaser it broke the loading process! xhr requests taking forever. I realised that the game worked on my neigbour's computer, that's when i understood the problem was coming from my computer and i could search elsewhere than in my code. note that this guy was right: thank's for the reply, i feel so relief right now. but it also makes me worry a bit for my future players, is there a way to avoid this issue without desabling the antivirus?
  13. The game works perfectly on local server, however when i put it on a web server, it get stuck at 80% progress the first load attempt, if i refresh 1 or 2 times it finnally works (i think the audio finally loads thanks to the web cache), this issue is on every brower, i have my game made in states, i think the structure is good, i dont understand. only one "game.load.audio" line (even if the audio is less than 10Ko) make the loading stuck. if i erase this "game.load.audio" line, it loads fine... I have the progress function so i can see that it get stuck at the same point of the loading and the create function is never triggered unless i refresh a few times. No error appears in the console, it's just stuck at around 80% (i m monitoring the progress parameter of "onFileComplete" in console). I have tested several audio files, i tryed .ogg .mp3 .. always the same issue. I tryed opera, edge, firefox, chrome, i tryed raspberry pi web server, and OVH web server. edit: i have watched the network panel of brower's developer tools, and some files stuck at "pending" state, this happens on both my home web server and a hosted web server, but never on localhost. if i wait 2 or 3 min, it finally loads, or if i refresh.
  14. Hello everybody! I'm proud to showcase the first game of my new compagny from france. you need accuracy and reflexion to complete all levels, each chapter brings a new element of gameplay. You can hope for gold medal if you do the less bounces possible. gold medals = new skins. i've made a website with a demo of the game: www.kosmoon-studio.com and you can download the full game for free on the play store: Ball Genius thank's in advance for playing you can mail me at: ballgenius@kosmoon-studio.com
  15. lol nice idea i can see it having good success on mobile, it's simple but addictive
  16. good luck on that project, that looks cool, we need to see more to know more about the gameplay but its graphicaly attractive . I understand you on the "cool part" of being solo dev, it's exactly the same for me, i'm working alone too and will showcase it soon, versatility kills boredom. sorry for my english i google translate some words
  17. what a great idea, fast game worked perfectly, i quickly got the gameplay, great work!
  18. this is a great game, addictivly good, nice job
  19. very nice look and impressive work, are you alone on that project? i must agree phaser is super cool, i didn't know you can do isometric graphics that nice with it.
  20. i was kinda lost on what to do at the begining but when i understood, i found it's a good concept that can be pushed far and become aswome with procedural/rogue like levels, a lot of diffrents random body parts. colisions with fuels do not happen some times.