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STuFF last won the day on May 21 2019

STuFF had the most liked content!

About STuFF

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  1. yes it's very complicated to get resources on Phaser 3. There's a lot of noise because of Phaser 2, and the documentation is not totally written currently. I've read a bit the dev log since the beginnig and the pixelArt thing was mentionned here The best thing to find "hidden" features for me is to read the source code, I've found the zoom parameter reading the source. It's not very easy to read such a big code, but it's well architectured.
  2. it's much more easier with Phaser 3 in you config, just add: pixelArt: true, zoom: 4, pixelArt option to true will prevent the texture to blur when scaled, and zoom will scale your whole game. here is the game I'm working on. It's designed in a 128 x 96 resolution, and is scaled up 5 times, it works like a charm! const config = { type: Phaser.WEBGL, width: 128, height: 96, parent: 'game', backgroundColor: '#1b2632', zoom: 5, pixelArt: true, physics: { default: 'arcade', arcade: { tileBias: 4, gravity: { y: 250 }, } }, };
  3. thank you very much, that was exactly that With Phaser 3 you can set "tileBias" via the configuration object. The default is 16, changing to 8 resolved my problem. var config = { type: Phaser.WEBGL, width: 128, height: 100, zoom: 5, backgroundColor: '#2d2d2d', parent: 'phaser-example', pixelArt: true, physics: { default: 'arcade', arcade: { tileBias: 8, gravity: { y: 250 }, debug: true } }, scene: { preload: preload, create: create, update: update } };
  4. Thank you, I will try that. I've checked the problem deeply in Phaser code last night, and the problem is tied to some math calculations with very small numbers. Some values looks like 23.9999999999999 I don't know if TILE_BIAS will solve that, but it worth trying, thank you
  5. Hi everyone, I'm running into a weird bug. I'm working on a very tiny display game (128*100) with a tiny 4x4 tilemap (with 8x8 tiles in it, I don't know if it could be the problem) and a small 16x16 sprite with some tiny bounds on it , and this is the heart of my problem. Also, I'm on a retina mac, maybe the resolution is a problem here. here is my full code: var config = { type: Phaser.CANVAS, width: 128, height: 100, zoom: 5, backgroundColor: '#2d2d2d', parent: 'phaser-example', pixelArt: true, physics: { default: 'arcade', arcade: { gravity: { y: 250 }, debug: true } }, scene: { preload: preload, create: create, update: update } }; new Phaser.Game(config); let map; let cursors; let player; let floorLayer; function preload () { this.load.spritesheet('rick-stand', 'gfx/rick_Stand.png', { frameWidth: 16, frameHeight: 16 }); this.load.image('lev1_8x8', 'levels/one/8x8.png'); this.load.tilemapTiledJSON('level1-1', 'levels/one/level1-1.json'); } function create () { cursors = this.input.keyboard.createCursorKeys(); map = this.add.tilemap('level1-1'); const smallTiles = map.addTilesetImage('lev1_8x8'); floorLayer = map.createStaticLayer('floor', smallTiles); floorLayer.setCollisionByExclusion([ -1 ]); player = this.physics.add.sprite(15, 41, 'rick-stand'); this.physics.add.collider(player, floorLayer); this.cameras.main.startFollow(player); player.setSize(8, 12, false); player.setOffset(5, 4); } function update (time, delta) { player.body.setVelocityX(0); if (cursors.left.isDown) { player.body.setVelocityX(-22); } else if (cursors.right.isDown) { player.body.setVelocityX(22); } if (( || cursors.up.isDown) && player.body.onFloor()) { player.body.setVelocityY(-100); } } nothing fancy I guess, not the setSize command, which causes a bug. Here, the width of the body of my sprite is 8 (because I want my 16x16 sprite to 'fall' into small 8px width hole) Here is the bug, the sprite "jump" backward randomly you can test that here (the game is zoomed 5x, but with no zoom, the bug is the same) If I change to player.setSize(9, 12, false); (9 instead of 8) there's no more bug (see that here Using values below 8 causes bug too... Is that a known bug? I'm not afraid to look at it closely, but I even don't know what to check first... Is that a physics problem? a tilemap problem? a Sprite problem?
  6. @ClicnGo @ALLORESTO l'article site MC Donald's, ce qui est plutot cocasse quand on parle de bonheur des employés...

  7. FYI chrome on IOS and chrome in android have NOTHING in commun, except the UI. On IOS, chrome is just à webview using and old version of safari, so we can't compare.
  8. je t'ai répondu sur openclassrooms ;-)
  9. Filters are in separate files, you need to load them first (
  10. STuFF

    Real time board game

    I'm working on a 2 player board game too. I'm using socket io. My client game basically send commands to my node server, and this one emit the command to both players. The game don't updates when player click the mouse, but when it recepts the command from server, to keep every one on sync. it works well.
  11. unrelated, but I suggest you to use arrow keys for input ( A-D keys for right/left doesn't work on non qwerty keyboards (like my french keyboard )
  12. No, it's impossible. You MUST reload your page...
  13. STuFF

    YM player

    well... ok (are we the only OLD people out there ???) you can listen a tune here :
  14. STuFF

    YM player

    hi everyone, today, Rich merged my contribution to Phaser's plugins repo ( This is a music replay lib for YM format. YM format is a music format coming from Atari (and Amstrad) it's pure old chiptune song. You can find a lot of YM files over the internet, mainly coming from the demo scene. is good place to start (the interface is a bit... well... weird, but there's an atari folder with lot's of musics) there is an example using this plugin here : (not merged yet) enjoy
  15. aske @Rustem he solved at least the 10 first