P.Uri.Tanner

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Everything posted by P.Uri.Tanner

  1. @ahzf Code paid for by the (us-)gov might principally become FOSS. i.e less shady deals and open for serious QA https://t.co/QHGVeZ6t9A

  2. This is very IDE-specific question. Most Editors can read JSDoc-style documentation and provide code completion. The Term "Code Completion" is what you are after: https://www.google.de/search?q=java+script+code+completion Here is the easy solution for Webstorm: http://blog.jetbrains.com/webstorm/2014/07/how-webstorm-works-completion-for-javascript-libraries/ http://ternjs.net/ comes with good code completion for several IDE and is available for atom/brackets too.
  3. Great question – especially with the rise of high density displays in all gaming arenas pixel counting sucks now more than ever. 1. Knowing your devices by heart helps significantly. Lucky for developers and designers most of the pixels-sizes are divisible by multiples of 2. So you can remember how large 50%, 25% 12.5% of your screen-axis are and will nearly always have to deal with beautiful, integers. You already know those: 2, 4, 8 16, 32, 64, 128, 256, 512, 1024, 2048, Also easy to remember: 5, 10, 20, 40, 80, 160, 320, 640, 1280, 2560 2. Have a medium DPI device or use zooming to easy recognize a "pixel perfect" design. Pixels on modern 300+ DPI devices are too small to easily discern. 3. Use a grid! Some of your early art assets should contain a grid. Sometimes i just overlay the canvas with a CSS grid set to "pointer-events:none;" http://codepen.io/puritanner/full/JGrewg 4. Use conventions and abstract pixels right from the start. This is another byproduct of not using "magic numbers" and removes a lot of the guesswork and pixel counting. // 10 Meters to the right! entity.x += 10 * METER // 120 WHAT? This will be more difficult to work with later on entity.x += 120
  4. Exactly as you said! game.state.add('countdownState', {...} ) // your countdown game.state.add('game', {...}) // your gamestate // start the countdown game.state.start('countdownState') // after your countdown completes game.state.start('game') For a small use case you could just wrap the render and update functions to only render the countdown XOR the game.
  5. Welcome! You can modify/steal from the examples. Here is an example for generic preloader: http://phaser.io/examples/v2/loader/load-events I created a small pen to illustrate some steps towards a countdown for you: http://codepen.io/Fenchurchh/pen/PZKdWa If you want to render the countdown using images you might want to check out the sprite or text examples (http://phaser.io/examples/v2/category/text)
  6. A feature/toolset and workflow i was missing from webGL quite dearly! Best thing since sliced bread.
  7. vk.com has a CORS Header in place that blocks your request. Image from origin 'http://vk.com' has been blocked from loading by Cross-Origin Resource Sharing policy: No 'Access-Control-Allow-Origin' header is present on the requested resource. Origin 'http://s.codepen.io' is therefore not allowed access.You can view it in the browser, but can't access it from another domain. Make sure you read your console logs! This was an easy to spot error if you know how. Here is a short primer on debugging JavaScript in the Browser: https://developer.chrome.com/devtools/docs/javascript-debugging Good Luck!
  8. http://playgroundjs.com/ has great documentation, is very easy to set-up, can draw sprites from the get-go.
  9. You are on the right track! If you post code here, i would recommend putting it in CODE Tags. You can also use codepen.io or jsfiddle.net. For camera problems: Use THREE.CameraHelper() to visualize your maincamera. Add a debug Camera to your scene. I made a codepen to visualize a possible workflow/solution: FULLSCREEN: http://codepen.io/Fenchurchh/full/ByexqX/ EDITOR: http://codepen.io/Fenchurchh/full/ByexqX/
  10. //You can persist key/value pairs between reloads like thislocalStorage.setItem("isWallRemoved", true)var isWallRemoved = localStorage.getItem("isWallRemoved")With that data, you could reinstate the game status after a reload.
  11. Setting up a server for testing and developing can be quite a big topic. Here is the easy solution: If you are using nodejs i recommend: npm install http-server -gYou can then start a simple server in your current folder with: http-serverOn windows and don't want to mingle with the command line? There is also a very portable server: https://code.google.com/p/mongoose/ You can use dropbox for your hosting needs. Just copy your project to the public dropbox folder -> Right Click -> Share public link. If you want to dig deeper into production environments i recommend reading up on GRUNT ( http://gruntjs.com/getting-started ) Codevinsky has created a very neat yeoman boilerplate: https://github.com/codevinsky/generator-phaser-official
  12. Phaser will support the p2.js physics engine from version 2.0 on. http://steffe.se/?p=1190
  13. Game #3 is pretty entertaining. Minimalistic aesthetics + tough challenge = win. Keep going!
  14. Coding Tracks a list compiled by aerotwist back in 2011/12. It's non intrusive, melodic noise most of the time.
  15. depends. HTML 5 is a composition of front end technology. If you want to create persistency between clients and sessions safely you need some server to store data. For the frontend it looks a bit like this in javascript: // store Item in browserlocalStorage.setItem("banana", "tasty!")// return value from browservar storedItem = localStorage.getItem("banana")Here are more details: http://diveintohtml5.info/storage.html
  16. Valve controls a publishers exposure to his audience. That's THE resource publishers crave. I have been told that the reason why devs port toLinux right now (the additional sold linux units seldomly pay for the cost of the port) is because valve put's them on the steamstore frontpage once in a while under "Play on Windows and Linux" - which increases win sales by a large margin. If valve will now feature SteamOS Games primarily on their site they have all the persuasive power they need. But, still an uphill battle.
  17. If you don't need a full WAMP Backend Stack checkout this very lightweight http server: https://code.google.com/p/mongoose/
  18. If i had to choose, i would rather see less publishers and more junior developers here. Even if that means that less money changes hands in the short run. But luckily that's not an exclusive choice and novice HTML5 devs quickly grow in competence.
  19. P.Uri.Tanner

    Voxels in HTML5

    @Brift: have you tried merging your Geometry? That increases your performance alot! http://threejs.org/docs/#Reference/Extras/GeometryUtils
  20. P.Uri.Tanner

    Voxels in HTML5

    The demo lags heavily for me at the moment. There have been some adventures into js based voxel engines over at http://voxeljs.com. If you are already familar with nodejs it's super easy to set up. Else it's just ok Also welcome here!
  21. npm install node-minifyhttps://github.com/srod/node-minify If you just want to concat/minify this is easier to set up than grunt.
  22. You can go pretty cheap if you find it morally acceptable. There are LOTS of writers out there who would love to see their material in action. I wasted some time on http://www.simplyscripts.com/ browsing trough the available material. There are plenty of similar communities. For small projects the act of casting/reviewing materials might be more expensive than just paying someone to write a good script.
  23. Aerotwists 60fps app has some great input concepts for touch that work well on desktop too: http://weight.aerotwist.com/
  24. one minor issue: in 2 player mode, tapping "slow/fall" does change the rotation after releasing the touch too. Sometimes even before that. Makes it darn hard to control.
  25. runs very well on High DPI. The UI is also pretty neat. Oh... and it's fun. Thanks for sharing it here!