RagingPixel

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Everything posted by RagingPixel

  1. I've made a fork and changed keydown handler a bit https://plnkr.co/edit/EPyxbRDmSg0tstD5Q55h let me know what you think about it.
  2. Its cool that you used WebGL for this, and the code is easy to read. Nicely done. I found bug in this example. When snake length is greater than 1 and its moving right when you press up arrow and then left arrow the game resets.
  3. Thanks. I'm still working on it. Adding controls for mobile browsers is great idea, I will try to do that.
  4. If that free hosting isn't working try this link instead: http://html5games.gotoxy.pl/snake/
  5. It's great game, can't wait to see multiplayer mode. How much time did you invest in this one?
  6. Google Web Toolkit (GWT) is awesome in my opinion. I made simple mini game in Java and it works perfect in browser. Im looking into LibGdx project too - it uses GWT for compiling game into HTML5. https://libgdx.badlogicgames.com/
  7. Hello, For few days I've been working on simple classic snake remake in HTML5. Here is the link to current version: http://ragingpixel.000webhostapp.com/snake/ I was inspired by @vsudakov question here on the forums (Smooth and realistic snake animation in tile game) Game controls: arrow keys or WASD
  8. Hey @vsudakov Take a look at https://jsbin.com/nikikirova/edit?js,output Best regards,
  9. how did u do the lcd screen thing ? is it simulated by drawing grid over screen content ?
  10. cool game I like the graphics and the mechanics
  11. Let there be starting screen ;)
  12. Hello, So there is a pause key P now And difficulty scaling is same as original nes tetris Also lines needed to go to next level is implemented as in new tetris
  13. So maybe I make it an option the block animations. Pause is a must - I recently realize that I forgot about that ^^ There is G key it toggles ghost on and off. Right now Im working on implementing difficulty scaling and amount of lines needed to complete before advancing to next lvl.
  14. I modified the grid size to be exactly the same as in Tetris game, and added increased difficulty after completing certain amount of lines.
  15. Thanks - the changes were easy to make I will make the shadow on by default and the S key will turn it off and on. I have little idea for the colors - I will check if it will work with the wiki information on colors.
  16. I made several changes after receiving feedback: The sideways movement is now instant, spacebar makes piece drop to the bottom instantly, fixed a bug with the down arrow / s key I'm planning to add some difficulty increasing next.
  17. Thank you for your feedback! I will make spacebar drop to bottom immediately and fix the issue with arrow down key. Colors are on my todo list I need to work on this right now colors are just random. I wanted to add some kind of animation when block is rotated so It should fade out and fade in pretty fast - is it annoying?
  18. Howdy, There is new version available to view on same url, and please feel free to comment on progress in this little project.
  19. I was cleaning up the code and introduced error 😕 Its fixed now
  20. Hi! I've rewritten large parts of code due to bugs that I found. I would like to ask for feedback. Best regards
  21. Hello, I'm working on small html5 game - Tetris clone - in javascript. Controls: arrow keys play source
  22. Hey, As far as I know according to the docs http://phaser.io/docs/2.6.2/Phaser.Group.html#callAll first argument of callAll is method name as string to be called on child object, second parameter is context where null means that this will refer to current child and then go the additional parameters function Enemy(){ ///... } Enemy.prototype.attackedByPlayer = function (player){ player.attack(this); }; function Player(){ ///... } Player.prototype.attack = function (enemy){ enemy.damage(10); }; and in the update you can do: this.enemies.callAll('attackedByPlayer', null, player); Please some1 correct me if Im wrong -- Best regards,
  23. Hey, I thought u made some kind of level generator With scaling its more intuitive - how about adding tween's instead of just scaling - it could look better ? -- Best regards,