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phreaknation

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phreaknation last won the day on January 16 2017

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About phreaknation

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  • Birthday 03/31/1984

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    Fort Worth, Texas

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  1. Sadly this past week I was unable to get much work done. With the hurricane that hot Houston, I'm in the DFW area, I've been helping out over the weekend with my wife's animal rescue and transport 501c. I was also sick earlier in the week which put me down. With that, over the next couple weeks I'll be playing catch-up to try and get things back on schedule. Fingers crossed.
  2. Another screen of the tags with a the type set to arrow. code example below. new this.game.PhaserWebComponents.components.UI.Tag({ game: this.game, options: { backgroundColor: `rgb(${Math.floor(Math.random() * 255)}, ${Math.floor(Math.random() * 255)}, ${Math.floor(Math.random() * 255)})`, // This is the type of tag. 'color' or 'arrow'. Arrow tags adds an arrow to the side. type: 'arrow', /// Direction of the arrow. Only for type 'arrow`. Default: left arrowDirection: index % 2? 'right' : 'left', text: 'Tag ' + index, isCloseable: index % 2? true : f
  3. @samid737 So I have added in the ability to add buttons to the tag component. Currently supports one single click callback but I might roll in the events system with the buttons later on. Below is the current code that is used for the tags as a full example. let tags = []; for (let index = 0; index < 2; index++) { let tag = this.game.add.existing( new this.game.PhaserWebComponents.components.UI.Tag({ game: this.game, options: { backgroundColor: `rgb(${Math.floor(Math.random() * 255)}, ${Math.floor(Math.random() * 255)}, ${Math.floor(Math.random
  4. I will be working on it being draggable at a later on, I will be adding this feature to a lot of the components. Windows already are. What kid of buttons? All styling can be done through CSS. I am providing basic support for the "label" color. I also have an options isClosable which does provide a close button. Might allow a way for adding some any kind of button that can be added. Let me work on that and see if I can do that.
  5. Today I have removed one component as it did not make sense to make a component with it which is the Showcase component. If anyone has any ideas for it that make sense, by all means, shoot them over to me. With that I wanted to show some progress with the tag controls. I have finished up the screen splatter and line components. At least to the point of being releasable. I am currently working on the Tag component which will have a few nifty features around it. Below is the current progress on what is currently done with the Tags. You can customize the tags how you wish quite easily. Stay
  6. This is the current structure to create the Splatter effect as shown. If anyone has any ideas or recommendations on making this simpler, I will take that into consideration before it is released soon. https://github.com/phreaknation/phaserwebcomponents/wiki/Game-ScreenSplatter-[WIP]
  7. Whoops. This is what I get for writing the post at two am. Added to the post as well as here https://github.com/phreaknation/phaserwebcomponents
  8. tl;dr: An HTML based UI component system for phaser. MIT License, and links to pretty pictures and videos at the bottom. So I have spent the last week or so working on a new way to handle ui components with Phaser. Most of the UI plugins out there are created with Phaser which means Phaser not only has to handle the game but the UI as well. Meaning that Canvas/WebGL has to handle both the game and ui. With other games platforms versus web games this is not an issue because performance is expected so the systems typically are beefier. With web games the games can be played on a
  9. So I took a small break, well long break. Back at it again. I am adding a new plugin I started working on last night. Expect things like this to come
  10. Your team would have to also be taught how to use phaser as after the project is built, otherwise how is your team going to maintain it and how are they going to add new features? The game itself might take two months but your team from what I talked to last night is refusing technologies that would make building the phaser game self easier. That in itself is a hurdle that your team must overcome as it's not just picking up Plain Jane phaser and using it. Most development teams use node.js as I said last night and since this is quite a large project which as will required node.js and
  11. suggest some kinda intro or help screen. First click I had no idea what to do. After the second click I knew though
  12. Just wrapped up the initial release of the dialog manager 😁. Check out the video and demo for more details.
  13. Much progress. Such wow. Dialog manager.
  14. I was making a game that was not really MMO but could be considered. The map its self for the online game would be mmo style so shared. Generating it on the back end allows me to keep the original spritesheets used private while generating hundreds of sprites with said sheet. You could totally do it on the client side but would you wouldnt want that for an online game. People would essentially run it and penises would be everywhere. Side note, mine isnt so much open source. Free to use in private stuff but once you go public I do ask to purchase the plugin. At 4.99 and 9.99 per plugin or su
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