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About danhett

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  1. I put up a quick blog post with some more details on the build: http://blog.danhett.com/2017/01/how-we-made-borborygmus.html
  2. Yeah, we were going to change it to be a progressive load but it's been a tight deadline - I might still do it at some point. It's just a tad more hefty than I'd like really.
  3. Hey folks I just released a fun little project I've been working on, Borborygmus! It's an interactive children's book about healthy eating, which was beautifully hand illustrated for print purposes - we then chopped it up and created a digital version. The project is built entirely in Phaser, and while it's not strictly a game of course we were still able to work very quickly and get it working across desktop and mobile platforms really easily. It's a bit of a hefty one in terms of load, but we feel the richness of the assets makes it worthwhile. I'd love to know what you guys think! http://borby.co.uk
  4. Just to report back, this was solved as per the below snippet - 'artwork' in this context is the game holder that scales up and down. End result is perfect scaling throughout. var ratio = artwork.scale.x * artwork.parent.scale.x; var style = { font: 24 * ratio + "px Varela Round", fill: fill, align: "center" }; var text = game.add.text(xPos, yPos, copy, style); text.smoothed = true; text.scale.x /= ratio; text.scale.y /= ratio;
  5. Hi folks I'm looking for a capable set of hands to optimise and polish a Phaser project. The work is virtually complete, however it ended up being one of those projects where the prototype turned into the product, so it needs a fair bit of optimising and general de-crazying (we've all been there!) This is a paid gig and now quite urgent, I'm completely busy on a number of other projects and don't have the capacity to get this done on my own. Ideally UK based would be useful. Either DM here, or get me on the Phaser Slack channel, or ping me a message through http://danhett.com Thanks!
  6. hey dudes - apologies for the bump, but I'm still tussling with this one. has anyone encountered anything similar before? my project is finished apart from this irritating scaling issue!
  7. Thinking about it... the scaling issue here is bigger than the text itself - on my device here (a Galaxy S6) even the bitmaps themselves look very pixellated, even with smoothing enabled. This is a fairly high res device and has more than enough pixels to throw around (for comparison the dom objects are fine etc). As an additional test case, I have a none-retina iPad mini here too, and fonts look absolutely fine on it. Seems completely backwards that everything looks so bad on the highest-res screen I've tested it on. Anyone run into this before?
  8. Hmm. So, in addition to this irritating scaling issue, text is looking like it's my biggest performance bottleneck. I'm tempted to tear it all out anyway and use bitmaps of the text - nothing's dynamic, this is just storybook text that sits on a page, and isn't likely to change. Would love to solve this for future reference anyway though, if I figure it out I'll post back...
  9. That's something I tried actually - if I create the bitmap font taking devicePixelRatio into account, without scaling, it creates it nicely. However when scaling back down again it becomes pixellated again. I wonder if part of this is just that I'm scaling by such a large amount perhaps.
  10. Hi. I'm currently finishing up on an interactive book project built in Phaser, aimed at desktop and mobile browsers. I'm trying to make it look as nice as possible on mobile devices, and I'm not sure of the best approach. The way it works is that I have a single big 'spread' book page sprite, which then contains child elements for animation, as well as the text labels also as children of this object. I can then scale the entire thing up and down in the window, which allows me to keep the 'book' centralised on the page and presented as large as possible: On desktop this works great. However on mobile the scaling works (as in, everything's the right size and in the right place), but my bitmaps and text scale really badly. I've tried setting things like game.stage.smoothed = true, globally and on specific objects, and this doesn't seem to affect anything. At a push, the graphics look passable, but the text is a real problem. I'm using Google webfonts, which are perfectly OK on desktop but extremely pixelated on mobiles. This is an extreme example, but even if I set the text to be enormous it still comes in badly: Is there a particular approach I should take with cramming content like this into mobile browsers? I can't seem to get anything looking crisp. I assume this is a result of the fact I'm doing a global hard scale on everything, and that the objects are large and scaling down for devices (I'm not currently serving low/high res split assets or anything) but if there's some route I can take to mitigate the distortion it would be really handy. Any and all input appreciated. Thanks!
  11. Some more info on this, it only appears to happen on WebGL - I forced both these examples to use Canvas rendering and the issue doesn't occur.
  12. Woah! Interesting. I literally ran into this just now. I was working on a project yesterday just fine, and I've open it up today with no changes and get the same issue. Safari (this is correct, and it looks like this in Firefox too): Chrome: I wonder if Chrome updated and it's killed something. What exact version are you on? I'm using 53.0.2785.116 (64-bit) on OSX 10.11.15
  13. And with regard to the comment above, I'd say Phaser is absolutely a good fit for this project - sometimes the fact that a library is handling a lot of the legwork around scaling and devices is enough as-is! These aren't static pages, they're very rich and interactive. There's parallax layers, animation, particles and all sorts of crazy whizz-bang going on, which Phaser is helping me do very efficiently. It's a slightly different use case to gamey games, but absolutely perfect for this.
  14. I got this working pretty well in the end, using DOM objects for UI, across desktop and mobile. My pages are actually a single entity, not two - obviously the book metaphor suggests pages, but actually I guess they're just spreads/screens really. Interestingly the only thing I've not figured out yet is graceful scaling - when I go full screen Phaser does the usual scalemode stuff, but actually what I really want to do is go fullscreen, recalculate the screen real estate, and scale everything again. Haven't quite worked it out fully yet but I assume there's a way to do this...