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Sky Alpha

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  1. I faced the Same issue creating an RTS Game. HealthBar - Graphics Line for every Unit representing the health. Selection Circle - Using Phaser Circle to show the selected Unit. I kept them Hidden while the unit where not selected. And when I Selected a couple units the game instantly Dropped 20FPS, just for having the Units selected. I ended up removing all those graphics and substituted them for Sprites. For my HeatlBar I used a White Blank Sprite with the Height of my health bar. then I would Tint it with the color of the current HP. And for the Selection Circle I used the
  2. I Just implemented this Method to my game. It Really kills the Performance. But I will use it until I find another way to implement one with good performance. Thx for the Mask @feudalwars Fog Of War.mp4
  3. I couldn't get it to run on my phone. OnePlus 5
  4. Those are very nice games!! Good Job!! 😄
  5. Hey @Camaleonyco, I have implemented a lot of features and fix tons os bugs since I asked for help here. Right now I'm not thinking about a Game Engine anymore, but a Template. I would appreciate a little help to create Custom Sprites to make it available with the template, as I'm using the LWG Sprites I have pemission to Prototype, but not to publish them. best,
  6. It's a very nice game, I already can see millions of people playing it.
  7. Great job man! It's looking very nice. I am creating an RTS Template with Phase Great job man! It's looking very nice. I am creating an RTS Template with Phaser. I spent One Month trying to implement Steering Behaviors to My Units, but unfortunately, I was unable to implement it with the full functionality. I did implement the Flocking Behavior but it was So awkward that I stopped for a while. I have learned a lot in the process tho, I found lots of very useful articles that helped me in the process. One of the create articles that I read, lead me to a video from GDC Vault talking
  8. All Right, just in case somebody ends up here. And is Having the Same issue. I found an RTS Game made with Phaser 2.6.x that implemented something similar to what I Wanted to do. As I'm currently using Phaser 3.22.0 I had to make some changes in order to it to Work. Here goes the solution I ended up implementing. I Created an Object that had a Rectangle that would check for Overllap of objects later on. this.select = { //stores data about mouse events for the rectangle selection origin: new Phaser.Geom.Point(), //origin of mouse click current: new Phaser.Geom.Poi
  9. Hey @callidus, You can use the Phaser included Mathematics to set an Angle between your target (Mouse Pointer) and your Cannon like this. // Sets the Rotation of a Sprite to a given angle. this.rotation = Phaser.Math.Angle.Between( this.shooter.x, this.shooter.y, this.target.container.x, this.target.container.y ); This is a Class called Arrow that I use to hit a given target. this.rotation is a Phaser Graphics Property. Here is the Full implementation export class Arrow extends Phaser.GameObjects.Graphics { constr
  10. Hey there Guys! How is it going? I'm looking for partnership to develop a Open Source RTS Game Engine based on PhaserJS version 3. I have already created the Unit Class that allows me to create Ranged and Meele Units. I spent the last few weeks trying to implement the Flocking behavior to the Units But I was unable to achieve the bahavior I wanted, so I'm using twees and EasyStar for Path finding. From now on I'm going to implement the buildings creation. It would be nice to have some extra help from someone experienced with Phaser 3. For Sprites, I'm using the Littl
  11. How should I make a Selection box for a group of Sprites? Any help?
  12. Hey Kyran. I was creating an RPG a couple of months ago and I had the same question about hitboxes. What I did on my case, was to Create a container. Inside that container I would have 2 sprites, my player sprite, and my sword Sprite. The sword Sprite had no physical "body" until the atack was finished. And I had to be careful to call it one time per atack animation, that is a problem i had to deal with. I only implemented the atack to the right side, but you will get the Idea. function atack() { atackInterval = []; console.log(sprite.list[1].body);
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