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Everything posted by STuFF

  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 https://phaser.io/phaser3/devlog/116. 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:
  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 (https://github.com/photonstorm/phaser/tree/master/filters)
  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 (http://examples.phaser.io/_site/view_full.html?d=input&f=cursor+key+movement.js&t=cursor%20key%20movement) 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 (https://github.com/photonstorm/phaser-plugins/pull/3) 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. http://chiptune.com/ 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 : https://github.com/photonstorm/phaser-examples/pull/41 (not merged ye
  15. aske @Rustem he solved at least the 10 first
  16. should be ok now. It was a bug caused by the boucing box at start, their position were not correct for the collision test. thx for the report
  17. I've just added 10 more levels + some tweening.
  18. Well. Maybe I'll post some more levels soon :-P stay tuned.
  19. some graphic changes https://s3-eu-west-1.amazonaws.com/stuff-games/boxy/0.1.0/index.html
  20. these are the levels from the original game, so yes, they should be completable (unless I'm not parsing the level file, but I don't think )
  21. not an easy game I'll try to have different level difficulties for the final version
  22. you can't yet (you can refresh the browser, your progression is saved)
  23. I've created a sokoban clone A LONG TIME AGO (gfa basic on Atari ST) Then I've made a PC DOS port (in C), then I did it again on windows CE phone (C++) (a blog post of it there http://www.smartphonefrance.info/actu.asp?ID=3499) Now, I want, as an exercice, to make a JS version, using Phaser. This is the start : https://s3-eu-west-1.amazonaws.com/stuff-games/boxy/0.1.0/index.html I'll try to post regular updates there
  24. STuFF


    and another strange behavior I had recently : https://s3-eu-west-1.amazonaws.com/stuff-tests/test-retro-2.0.3-bug.html (I've only moved the 'font1.text = "phaser brings you retro style bitmap fonts";' and the first text just doesn't show up...)
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