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  1. That's a good question, any news on that? i guess we could validate if we are in desktop or any device. Based on that, setup the cursors.
  2. It doesn't include the TypeScript definitions i thought it would like ParticleStorm.
  3. Thanks for replying, i saw that Firestarter, nice demo... yes it would be somehow what i need. Happened that this ParticleStorm plugin has different methods and stuff, if i don't get any support on the product i purchased ... i will end up using this :S
  4. Hey Feno, i got a question, can you help me out with my particles? How did you manage to make a dot/sprite to emit a decent/realistic trail ? I'm trying to add a dust trail on my character when it moves. I even bought the ParticleStorm, but i can't make it work, i even have weird bugs on my particle emitters in my map... for some reason, they emit in some spots, not anywhere inside the map... just a few zones, and for the others, no particles are emitted... I'm using the emitter.emit() function on the update() that is passing player.x and player.y.... but it works really weird. Do you know about ParticleStorm?
  5. Also, something weird is happening... there are some parts of my map where particles stop emitting... why could that be? my map is super simple, but for some reason, there are a few zones where particles are emitting, and in some others aren't.
  6. So i bought the Particle Storm Plugin to get more Particle effects and stuff, pretty awesome... but i'm still a newbie in terms of Particle Emitters and how to produce the best result with them. So many variables and options that by slightly changing them can change the result a lot. I'm trying to add a little smoke/dust trail behind my character when i start running. Sounds simple, huh? So i made a plain squared white 20x20 texture to use it as the particle asset. this.manager =; let dust = { image: 'dust', blendMode: 'NORMAL', lifespan: { min: 100, max: 200 }, scale: { min: 0.3, max: 2 }, vy: { value: { min: 0, max: 0.1 } }, vx: { value: { min: 0, max: 0.1 } }, rotation: { value: 0, delta: { min: -2.0, max: 2.0 } } }; this.manager.addData('dust', dust); this.emitter = this.manager.createEmitter(); this.emitter.addToWorld(); Then inside the update() function, i track my character's position, is not properly done, though... since it's quite offset. But is just to try it out first. this.emitter.emit('dust', this.x, this.y - 10, { total: 1, frequency: 600 }); The problems i'm encountering is that it feels like particles are going way too fast. I couldn't find a way to slower them down, tried using `frequency`, but emits soo many particles per second that is unrealistic for this specific scenario. I would like to emit for instance, 3 to 5 particles at once, make them rotate a little and change their size (scale) ... with ofc short lifespan otherwise trail will be huge. Another good idea (probably) would be if they kinda fadeOut while lifespan is about to finish. Any help is appreciated.
  7. Ohhh i saw the error, i'm sorry. Not sleeping much. Of course it won't show up if i'm setting the coordinates of player.x and player.y instead of 0,0.... for all attached children, always the coordinates needs to be 0,0 or close to that depending on the preferred offset based on parent.
  8. I'm trying to attach some animated "dust" coming out of my main character but is not showing up on screen at all. Both are spritesheets. Here's the code: constructor(game: Phaser.Game, x: number, y: number) { super(game, x, y, Assets.Spritesheets.SpritesheetsPlayer324810.getName()); = game; game.physics.arcade.enable(this); this.body.gravity.y = Player.GRAVITY; this.body.velocity.x = 0; this.body.maxVelocity = 500; this.cursors =; this.animations.add('running', [5, 6, 7, 8], 20, true); this.anchor.setTo(0.5, 0.5); this.runningDust = - 10, this.y - 18, 'dust'); this.runningDust.animations.add('move', [0, 1, 2], 10, true); this.runningDust.anchor.setTo(0.5, 0.5); this.addChild(this.runningDust); } And then i just try to run the dust animations when my player runs right/left, left it basic for now:'move'); Is it possible? i assume it is, but all the tutorials i saw so far are based on plain sprites, not animated ones.
  9. When compiling my code it throws the same error as the guy above: Property 'TILE_BIAS' does not exist on type 'Arcade'. any
  10. Thanks for replying. I tried setting maxVelocity to 500 instead of default 1000, and still happens. I don't know how to use the deltaMax one. Do you have any example? Thanks in advance.
  11. Holy... seems no one knows how to fix this issue... 2018 and still happening :S it happens with me when my sprite arcade physic character falls from a long distance, let's say 843 px high. Any solution for this, guys?
  12. Happens the same with me! TILE_BIAS doesn't exist anymore or not accesible publicly through game.physics.arcade. What should we do now?
  13. Wow, i don't have that one. I tried but doesn't exist, maybe because i might have phaser-ce ?? Ah no, that's in phaser-ce too. But i can't seem to find it on my source code.
  14. Kk thanks Samme, you always help i ended up adding the files on my Player.ts file, the 2 sounds it uses for now, and then i just call the play and that's it. I will just keep it that way, add the sounds on the files it's going to be needed/used. Sorry if i bother again but i got a weird bug happening in my game related to collision detection, if you can pass by and check it out i'd really appreciate. Or maybe it happened to you too. This is the link to the post