Pavel Mishin

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About Pavel Mishin

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  • Birthday 07/16/1990

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    Omsk

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  1. About 1.5 years ago I worked in a company and we developed a mobile 2d game using React Native (Expo) as a core and for interface elements and Three.js for WebGL and game logic. It was not a good case since Three.js is overkill for small 2d game and doesn't provide any game-specific methods like game engines does, so I tried to replace Three.js with Phaser CE, and for that time I haven't found a simple way to make Phaser works with RN, also. So I make a conclusion that React Native is not suitable for game development, and it's much easier to use something like Cordova with Phaser, or some other game engine that has an export feature to mobile platforms.
  2. Thank you for your opinion! Yes, you're right about repeating tutorial, it's really annoying. But I don't think it's possible to use arrows in this game, It's required to move in varying angles to fly around complicate landscapes, and the arrows allow to use only a few directions.
  3. Hi there! I have released my first game on Kongregate, I've put a lot of efforts into it, and I can't figure out now - why it has so low rating? My only guess is that initially it was too hard and players who couldn't walk through the first levels have evaluated the game low. And now I'm working on it, trying to make game less hardcore. But maybe there are some other issues? https://www.kongregate.com/games/Trobing/batty-the-bat
  4. "This product is not currently for sale."
  5. @Pau, Do you find the solution? Using dynamic layer instead of static, seems doesn't work for me.
  6. There is another way to tween colors - using interpolation and tweening its value. Here is example for Phaser 2: https://sprite-storm.com/tutorial/phaser-tutorial/tweening-tint-phaser/ For Phaser 3 use `Phaser.Display.Color.Interpolate.ColorWithColor()` static method instead of `Phaser.Color.interpolateColor()` and `onUpdate`, `onUpdateParams` parameters of tween config instead of `onUpdateCallback`.
  7. Realy strange, all the more so only the `body.collideWorldBounds` is resets to default value, but `body.onWorldBounds` not...
  8. I have the same issue, even if I disable touching.down and blocked.down checking. The character can jump when standing on bottom world bound, but not on the tilemap layer. Collisions handled correctly - the character can walk on tiles.
  9. Hi! There are a lot problems with this code, since you didn't follow the tutorial. First, you don't see pipes because of level restarts before function addRowOfPipes called, if you disable "game.state.restart();" you'll see error in console "pipe is undefined", since you not assign pipe sprite to pipe variable. Than, you have duplicated declaration of addOnePipe and addRowOfPipes. Also I'll suggest you to learn how to use group that you create "this.pipes = game.add.group();", instead of adding pipes as separate sprites through custom function. And another big problem that you are use default state and global variables (I assume you got this approach from another tutorial) instead of separate state and it properties as in the tutorial. In your code mainState, which you try to start is just empty variable.
  10. Hi, very interesting, how did you made so smooth 2d ball animations? Is it "standard" phaser animation based on spritesheet? How many frames should be in such spritesheet?