jackrugile

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About jackrugile

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  • Birthday 08/29/1987

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    http://jackrugile.com
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    jackrugile

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    Denver, CO

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  1. But how would you go about seeking to a specific position? I am temporary holding the currentTime to resume at a later time, but I don't know how to seek to that position.
  2. Hey folks, just wanted to share a mini game I made with Phaser in January. I made it for #1GAM. The game is Caviator, an endless cave runner, similar to the old helicopter flash games. Play it Here!
  3. I don't have a better solution, but I just wanted to say thank you for posting yours. Been looking for an hour on how to deal with a single object from a tilemap, but apparently no one else has made a game with a single start/finish/hero position, only groups of objects. Frustrating, but your method works great!
  4. Hey guys, I finished my entry for js13kGames 2014. It's a simple tower defense game made with JavaScript for game logic and HTML/CSS for rendering. I wasn't able to pack in all of the features I wanted due to size and time constraints, but I am still somewhat pleased with how it turned out. I've always wanted to make a tower defense. It was a lot of fun, but one of the most challenging things is balance. There are so many different things that can be tweaked and tuned and it's tough to do it right. Play Elematter Here
  5. @SebastianNette Hey, I don' have the best test environment regarding IE, so I'm not sure :/ I don't know if the library is actively maintained at the moment, but it might be worth adding an issue on the repo and requesting different output formats: https://github.com/mneubrand/jsfxr Let me know if you end up finding a solution, sorry I can't help more.
  6. I just put up a blog post on CodePen about adding audio to js13k: http://codepen.io/jackrugile/blog/arcade-audio-for-js13k-games I hope that helps a little
  7. Awesome! Where and how do I give you all of my money? I'll do so immediately Might be time for me to finally make a tower defense game.
  8. I'm all for server games being allowed (I wouldn't make one, but I love that others can). However, one issue I noticed personally last year was that even if the server game was working, there just wasn't enough traffic and I didn't have anyone to play with. It might be cool if there were set meet up times where people would play together. I don't know how it would work best, but I want to play with people, and there was no way to coordinate that in the previous years. What do you guys think is a good solution for this?
  9. @lewster32 and @theaidem, I have a working example of World.wrap here: http://codepen.io/jackrugile/pen/2609e9765e4e2256f3570481555f45f8 However, I think the @jerome was talking more about wrapping so that you never see the seams or the jump back to the beginning. It seems like there would definitely have to be something a little complicated to get that working. For one, the camera always has to follow the player and cannot be constrained by the actual world bounds. Easy enough with game.camera.bounds = null. However, I think you'd need to somehow create copies of the current world so that you never see the transition. Something like this in this crude rendering: At the point where the camera leaves the true world bounds, it would instantly snap back to x = 0 at the beginning of the actual world. You need the cloned worlds to make the transition smooth. This way, you could run as fast as you want to the right and never see a change, just an infinite looping world. As for how you'd implement this, I have no idea
  10. Ok, thanks for looking into this. I'll keep an eye that issue on GitHub. Much appreciated!
  11. Shoot, what you're saying sounds right, but I am having trouble implementing it. The examples have some use of RenderTexture, like here, but I don't think there is one that goes through the whole process with getting a graphics object onto a RenderTexture. Do you have any thoughts on how I would integrate my above graphics code into a RenderTexture?
  12. I am aware of the method of manually creating bitmap data and using the canvas context to draw. Then, that bitmap data can easily be passed to the creation of a sprite as an image and it works fine. However, I'd like to do the same thing, but with a graphics object. It looks like cacheAsBitmap is a property of the graphics object, but after trying to set it manually, I have no idea where the actual bitmap is being stored so I can reference it. In theory, I am interested in doing something like this with my code: var graphics = this.add.graphics(0, 0);graphics.beginFill(0xFFFF0B, 0.5);graphics.drawCircle(470, 200, 100)graphics.cacheAsBitmap = true;var sprite = this.add.sprite(0, 0, graphics);I realize this is incorrect and doesn't work, but that spells out my intention. Also, once the graphics are created, they would never change, so I wouldn't need to update the bitmap data ever. I found the references to this in the Pixi graphics and display object files, but I still couldn't figure it out. Thanks in advance for replies.
  13. This one isn't super essential, but it's all the little bits of polish that have gone into Phaser that make it so great So I will go ahead with this one: I'm not sure how easy this is, or if it is even possible, but I'd love to have the audio decoding process built into the loading process. When loading a lot of audio that you definitely want to be ready, it is nice to show a truly accurate load bar or percentage. At the moment, we can constantly check audio files with this.cache.isSoundDecoded( 'audioKey' ), but that doesn't affect the load bar.
  14. Up to end3r, but that seems to fit with this in the rules: "If you manage to shrink your favorite library below 13 kilobytes including the code itself, then you can use whatever you want, just remember about the 13 kB limit." Just like uglify or closure compiler is a tool to help us with reaching the 13kb limit, yours would serve a toolset purpose as well.
  15. Can't wait for this. I'll try to stay away from a space aesthetic this time, we'll see though Thanks end3r for all your hard work!