Son of Bryce

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  1. Like
    Son of Bryce got a reaction from plicatibu in Facebook games and Phaser   
    I don't know if there any tools people have made to work especially with Phaser but there isn't anything Phaser specific you need to worry about with developing a Facebook game. The Facebook API is all javascript and they've got tons of examples on their developer site.
     
    https://developers.facebook.com/docs/games/samples
     
    https://developers.facebook.com/docs/javascript
  2. Like
    Son of Bryce reacted to mattstyles in Newbie   
    Welcome!
     
    There are a few good lists on this forum, here and here are a few lists of beginner resources (I've no idea personally if they are any good but at this stage you just need to read and read and write code and write code). This forum is pretty active and you normally get decent responses, particularly if you use phaser, babylon or pixi (phaser is an entire game framework, babylon is a 3d renderer, pixi a 2d renderer).
     
    Stack overflow is a go-to resource for getting answers and they have several mature methods to try and ensure high quality answers, you'll still get the dross through and it can be very confusing for beginners.
     
    Paper and ink is still the best way to get started in my opinion, grab yourself a book. Try to make it a popular one that focusses on exactly the type of stuff you want to create. The author will have their own opinions but when you are learning its often best to learn from one opinion, then, when you get better, start researching on forums and blog posts etc etc where you will face multiple different solutions. In the JS world there are usually 4 or 5 different ways to solve a problem, often with very little differences between them, making sense of this mess as an experienced coder is hard at times, as a beginner, its super difficult!
     
    Which brings me to my first piece of actual advice: be persistent.
     
    As with any learning, there will be peaks and troughs, there will successes and failures and there will be times when you just are not clear how to proceed. So, be persistent, keep going, refuse to give in, accept that coding is hard and that web coding requires knowledge of (at least) JS, HTML and CSS, its tough, its a long road, but keep going, its fun, creating things is fun, you'll get there. Be smart, gain knowledge, write code, write lots and lots of code, write good code, learn from it, write bad code, learn from it, study others peoples code, learn to read it, learn why they made their choices, open github issues, twitter stalk devs you like, ask them questions, the dev community is great, some will respond, write more code, write library code, write application code, ask questions, research answers, be persistent, keep going!
     
    And, most importantly, have fun!
  3. Like
    Son of Bryce reacted to tips4design in Chipset, CPU and GPU combination   
    Well, it all depends on your game. If your game doesn't use the GPU then the GPU is not relevant at all for the game performance. Also, if the game does too much processing (like physics, simulations, etc...) then it does not matter if the user  has a good GPU if the CPU can't keep up.
     
    Doing HTMl5 game dev I think the second question makes no sense. The idea of creating a HTML5 game is that you don't really care about hardware, HTML5 game dev being very high-level.
     One of the primary benefits of HTML5 is that it can be played on the go without downloading heavy apps This is not always true. Apart from the fact that the user has to download your app every time he tries to use it, it is by no means smaller than a native app. Also, when devs talk about HTML5 games on mobile, in general, they are not referring to games played inside the device's browser, but about native apps that have to be downloaded from the marketplace, but apps that have been created using HTML5 technologies (eg: not done directly in Xcode in C).
     
    So, when creating HTML5 games for low end devices you are not really talking about HTML5 games (most probably because your game won't have a canvas, as low end devices either don't support it or can't re-draw it at 60fps). Some browser-playable games for low-end devices could be created in plain old HTML & JavaScript by displaying (and maybe animating) DOM elements. Move a square div in a page will certainly be faster than clearing the entire canvas and drawing again the square at the new position.
     
    Coming back to your second question, best builds for HTML5 game dev are usually the same best builds that score high in (native) benchmarks.
  4. Like
    Son of Bryce reacted to icp in Isometric game engine?   
    http://rotates.org/phaser/iso/
  5. Like
    Son of Bryce reacted to KyleNau in How? Why? Does stuff perform so badly after 20 years?   
    Those old games use a lot of trickery beyond just being closer to the hardware. The old game developer's adage was "If it looks right, it is right". If the gravity or buoyancy looks and feels right then it's fine even if you aren't calculating it "properly". After all they weren't writing simulations, they were writing games.
     
    Trim the number of calculations per frame mercilessly and fake everything you can get away with.
  6. Like
    Son of Bryce reacted to ErikNijland in HDpuzzles.com   
    Hi there,
     
    I've created a puzzle game. The basics are very simple, just drag and drop pieces around to complete the puzzle.
     
    I'm just stuck on making this more 'like a real game', the obvious thing to do is add a scoreboard and do stuff with progress and achievements but I'm not sure I want that. I usually hate those aspects in other games myself. Anyway here is my work so far, any feedback is appreciated:
     
    http://www.hdpuzzles.com/

  7. Like
    Son of Bryce reacted to cang in Detect collision and overlap?   
    Sorry I wasn't clear enough.
     
    I assume you want to do it on your veggie objects so it would be something like this.
    for (var i = 0; i < 50; i++) { var c = veggies.create(game.world.randomX, Math.random() * 500, 'veggies', game.rnd.integerInRange(0, 36)); c.name = 'veg' + i; c.body.immovable = true; c.body.customSeparateX = true; c.body.customSeparateY = true; } Now when you call the collide method it won't perform that separation logic.
     
    Edit: Ah didn't notice the person who asked the question was different than the OP. Anyway example still applies.
  8. Like
    Son of Bryce reacted to Pedro Alpera in Set Phaser Framerate   
    You can read the FPS rate here:  game.time.fps
    But I think you can't set it.
     
    However you can set FPS in animations, look at the "sprite sheet" example:
     
    http://gametest.mobi/phaser/examples/animation/sprite%20sheet.php
     


    // And this starts the animation playing by using its key ("walk")
    // 30 is the frame rate (30fps)
    // true means it will loop when it finishes
    mummy.animations.play('walk', 30, true);


  9. Like
    Son of Bryce reacted to adiian in HelloRun — Hypnotically fast-paced 3D runner music game   
    Great gameplay. I'd say the barriers are not very visible to decide whether to go up or down. 
  10. Like
    Son of Bryce reacted to HelloEnjoy in HelloRun — Hypnotically fast-paced 3D runner music game   
    Thanks for your comments, really appreciate them!
     
    We are very impressed with WebGL on mobile, it's really amazing what you can do in Chrome Android with Web Audio and Fullscreen.
     
    Rich, you're absolutely right about the barriers, we need to make them more visible.
     
    Son of Bryce, we use Unity to create prototypes, setup the scene and process assets. Then we export the scene geometry to Three.js and code the game and shaders directly in JavaScript. We'll do a blog post about it and share some code.
     
    Some people find it very difficult, we're thinking about adding a "continue" option so everybody can get to the end, but we're afraid it might reduce the challenge factor in better players. What do you think?
     
    Cheers!
  11. Like
    Son of Bryce reacted to captainherisson in Critics slam World Wide Web Consortium over inclusion of DRM in HTML5   
    Also about the need for DRM:
    Google Play Music is serving plain MP3 files, sliced but not encrypted. It proves paid content can be served using HTML5 without the need for DRM. I haven't heard any record company withdrawing their content from Play music or anything like that.
  12. Like
    Son of Bryce reacted to Phoenix Labs in Artist looking for work[Paid]   
    Hello folks,

    I felt like a change of pace so I decided to do some graphics for other peoples games. Here's some examples

     

    Recent Games



     



     

    Gui



    Background



    Physics Block Set



    Props

    Had to put these in links because I reached the image limit:

    http://s9.postimg.org/j63nltfb3/Lamp_Post.png

    http://s9.postimg.org/irxq8h5tn/Man_Hole.png

    http://s9.postimg.org/me84yv1kv/Tree1.png

    http://s9.postimg.org/9o3wlrtmn/tree_2.png

    http://s9.postimg.org/shl4512gv/image.png

     

    Characters



     



    note: this background was not done by me. Only the character 

    http://s10.postimg.o...t/Star_Wars.png

    http://s23.postimg.o...7k2vv/Ninja.png

     

    All assets I make will cost money so only contact me if you are willing to pay or have some reasonable alternative

    pm me or email me at andrewtidey@hotmail.com to discuss prices

     

    Cheers

    Andrew

  13. Like
    Son of Bryce reacted to rich in 1.0.7 progress update   
    Hi all,
     
    The next version of Phaser (1.0.7) is taking a bit longer to complete than anticipated. We've finished off about 95% of the API docs, have totally overhauled the physics system, sprite bodies and loads of other things. There are some significant changes internally too:
     
    1) Worlds no longer have a fixed size. They are now centered around the 0,0 coordinate and extend infinitely in every direction. You can of course set bounds on them (and the Camera), but equally you are no longer restricted in how those bounds should go - so if you want to make a game that is all about the world rotating around the player it's now really easy.
     
    2) The Camera has been overhauled as well. Following a sprite no longer 'jitters', it has a new bounds system and more importantly it no longer modifies the local position of ANY game object. Before I was updating the objects local transforms based on the camera placement. But this was a bad idea and after a chat with Mat (Pixi.js) we decided it would be far better if the World was a single display object container and the camera just shifts the position of that. This has dramatically reduced the complexity of the Sprite update loop and physics collision, both of which I'm very happy are now solid and robust. Objects can still be "fixed" to the camera (i.e. for UI/HUD) if you need.
     
    3) ArcadePhysics has had a complete overhaul too. The velocities are now properly integrated, all of the motion functions are revamped and working and we've created lots of examples showing them in action. Personally I really love just being able to do: game.physics.moveToPointer(bullet, 800) and have a bullet fly across the screen correctly
     
    4) New static html examples! The examples page has been re-designed to match the web site and we're in the process of doing away with the requirement of php to run them. Also we've dropped the examples running inside anonymous functions. They now populate the global scope, which while bad practise for a full game is actually really useful when messing around and learning, as you can open the console and tweak things instantly.
     
    I created a new Tanks game last night to test and show-case most of these new changes:
     

     
    You can play it here: http://gametest.mobi/tanks/
     
    There is more to do with this game of course, but it's now a good demo of what's possible I reckon.
     
    I still need to finish the documentation (basically the gameobjects folder) but more importantly tilemaps are removed from the current dev branch until I redo the collision handling for them. That is the last final piece of the puzzle before we can launch really. The old (flixel inspired) collision method isn't going to work any more, so it needs to move to something more sophisticated and that will take a little time (if you've got a fully working / 100% robust tilemap collision system that supports slopes then drop me a line! it will help speed things up a lot).
     
    So bear with us, this is a significant update but probably the best we've ever released. I would also really like some people to test it out before we push it live, but I'll post a new thread about that when we're ready as it's changing daily right now.
     
    The full gory change log is here: https://github.com/photonstorm/phaser/tree/dev
     
  14. Like
    Son of Bryce reacted to rich in Phaser Particle Spawn Position bug?   
    Yeah there's a fix for this commit to the 1.0.7 branch - I'm considering changing how the camera is calculated entirely. After chatting with Mat we found a much more efficient way to handle it but it means dropping the ability for an object to have a scrollFactor property, which is something I always really liked (but at the same time it always introduced problems too