STuFF

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  1. Like
    STuFF got a reaction from BdR in Scaling the canvas for pixel art   
    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 }, } }, };  
  2. Like
    STuFF got a reaction from Umz in Small arcade sprite and tilemap collision bug?   
    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
  3. Like
    STuFF got a reaction from Umz in Small arcade sprite and tilemap collision bug?   
    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. Like
    STuFF got a reaction from samme in Small arcade sprite and tilemap collision bug?   
    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 } };  
  5. Like
    STuFF got a reaction from jamesflorentino in Tilemap triggers   
    autoanswer :
     
    tilemap.createFromObjects is the key
  6. Like
    STuFF got a reaction from salcapolupo in [Phaser] Boxy (yet another Sokoban clone)   
    I've just added 10 more levels + some tweening.
  7. Like
    STuFF got a reaction from salcapolupo in [Phaser] Boxy (yet another Sokoban clone)   
    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
  8. Like
    STuFF got a reaction from whiletrue in [Phaser] Boxy (yet another Sokoban clone)   
    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
  9. Like
    STuFF got a reaction from Krzysztof Jankowski in [pre-ALPHA] Bit Wars - a turn-based strategy where player moves terrain instead of units   
    seems interresting. I love the 8bits arts
    I think you should considere adding mouse input...
     
    edit: well. seeing this : http://p1x.in/c, I understand better why there's no mouse input, it's totally designed for a paddle I guess
  10. Like
    STuFF got a reaction from Luis Felipe in [Phaser] Meteor Madness   
    Really LOVE the running animation :-D
    gg
  11. Like
    STuFF reacted to codevinsky in Phaser 2.0 Tutorial Series: Flappy Bird   
    I may reach out to him, but we're using a different technology stack and have different workflows. 
    For example:
    I'm using Grunt and Browserify. He's using Gulp.
    I've set up my workflow for dependency injection and inheritance. His is just... very flat.
    I've added subgenerators for states and prefabs, he's got nothing like that.
     
    I will send a message to him and see if he's interested in collaborating, though.
  12. Like
    STuFF got a reaction from Pedro Alpera in Physic bug ?   
    Flipping the order of separation fix the problem.
    however, I'm not really confortable with monkey patching Phaser like this, but I think I will go with it for now.
     
    Removing collideLeft and Right is not an option, because I need them. I'm building a Pang clone in fact, to test Phaser. The balls are normally bouncing (and have the same weird behavior than my example, the balls changes their direction when bouncing on the platforms) And they can bounce on the right and left sides of the platforms (and bounce on vertical walls too)
     
    I'm going to check if this bug is listed on the issues and create an issue if not.
  13. Like
    STuFF reacted to MonsieurPixel in Detect performance issues to display a message   
    Weird it doesn't work on your device. I'll try to get a SGS4 tomorrow in office to test it. The game has worked on every "modern" device since the beginning of the testing phase.
  14. Like
    STuFF reacted to STuFF in Setup and build of projects, Phaser's folder structure and debugging   
    hello,
    best current tool to deal with everything related to js/html dev is Grunt (http://gruntjs.com/, it uses NodeJS) You can add some nice plugins to that command line tool, like grunt-contrib-concat, that can concat your JS files into one. You can add A LOT of plugins, to minify JS, optimise images etc.
  15. Like
    STuFF got a reaction from plicatibu in Setup and build of projects, Phaser's folder structure and debugging   
    hello,
    best current tool to deal with everything related to js/html dev is Grunt (http://gruntjs.com/, it uses NodeJS) You can add some nice plugins to that command line tool, like grunt-contrib-concat, that can concat your JS files into one. You can add A LOT of plugins, to minify JS, optimise images etc.