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About Arlefreak

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  • Birthday 04/13/1992

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  1. Here is my final entry
  2. My game will be here
  4. Currently I'm working on this on the leaderboards there is a google plus button where you can sign in, but only the beta testers, first you need a google developer account , then check out the documentation , and for cocoonjs integration I haven't do it myself but i think you need to add their social plugin, Good luck
  5. Hi I'm working on my next free game if you are interested on helping with the music send me a mail
  6. My entry I will add Audio and some effects
  7. Tested and everything works fine (Game with 6 states)
  8. I need to implement more user experience things I focused on making the AI thing but your are right will update that soon thanks
  9. Hi! today my last game became "playable" You can find it here : To play use the arrow keys And the source code: Currently its using Phaser 2.0.2 It is an attempt to improve my JS and AI skills, the objective is to get the right order of the numbers, I used A* algorithm to find the answer, at the moment you can see the progression opening the console and hiting the arrow button. I will really appreciate if someone could tell me any feedback on my JS or AI skills based on the code or any feedback actually When I implement the solving animation will update this
  10. I have the same problem, it seems that when removing a child with inputEnable it causes this error, I reported on Github
  11. Those the Arcade Physics have Rotation again ?
  12. Hi, I'm tring to port an old game to 2.0 and I can't find the body.allowrotation for Arcade Physicsm do I need to change the physics engine to rotate my sprite body ?
  13. This is how i manage it to work group =;goup.enableBody = true;group.physicsBodyType = Phaser.Physics.ARCADE;sprite = game.add.sprite(world.centerX, world.centerY, 'sprite');game.physics.enable(sprite, Phaser.Physics.ARCADE);game.physics.arcade.overlap(sprite, group, this.collect);
  14. I think I had exactly the same problem today, try using your sprite x: game.add.tween(ufo).to({ x: ufo.x + 950 }, 1000, Phaser.Easing.Linear.None, true, 0);