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  1. I'm creating a game targeted at multiple mobile devices including ios, android and RIM blackberry. All these devices have multiple screen resolutions and varying aspect ratio's. My game is a side scroller, similar to Run-Pixie-Run. I quite like the idea of scaling the tiles / sprites up to match the vertical resolution of the screen, and then just exposing more or less of the right-hand-side depending on the horizontal resolution, as is done in Run-Pixie-Run. What is the best strategy for this? Is there support in Phaser / Pixi to assist with this? I attach 3 image examples of how Run-Pixie-Run scales.
  2. I may be mistaken, but kill() doesn't kill it a sprite completely. You can always revive() a killed sprite. The destroy() method will be a better option methinks.
  3. Ok, thanks. I'll give it a go!
  4. I have a large 3000px x 320px background that I'd like to scroll behind my window 480x320 window. It's scenery that moves by as you play the game (non-tiled). Seems the tile scroller only works with square tiles (512x512)... Ideas?
  5. spider


    I managed to get pretty far by setting up a server, dumping the unzipped phaser download in there, and visiting /examples. The examples work well with the Tiled Map Editor on www.mapeditor.org exported JSON. The JSON references file names of the sprite sheets, but you can ignore this as the the Phaser tileset loader takes the URL of the sprite sheet as a parameter. The mario example is a real winner! This has kept me going without documentation. So far ran into 0 problems.
  6. Could someone please tell me how to capture a touch event in phaser? game.input.mouse.onMouseMove = function (evt) { rabbit.x = evt.offsetX - (rabbitWidth / 2);}; The above code works perfectly on a normal screen, but does bugger-all on my iPhone. I see Pixi has some mouse support. http://www.goodboydigital.com/pixi-js-gets-interactive/ I'm looking for the touch position. Help appreciated.
  7. b.t.w: Was not working for me in Chrome 29. Works in 30 (Max OS X). Unfortunately, don't have the error (nor 29) anymore. Something about FRAME. Blank black screen.
  8. This is fantastic. When is 1.1 planned for release? I'm holding off development until 1.1.
  9. Hey there, Thanks for your reply. 1. Seeing that I'm a newbie to this, option 2 seems simpler. Can you please point me to a link? 2. Does GB offer paid support? Can you please PM me more information (spider@quirk.biz)
  10. Hi guys, I'm trying to create a basic tile scroller. At the moment, I'm creating all the tiles as sprites and then laying them out in a grid. Seems a little silly to have these "smart" sprites making up a tiled background map. Is there not some kind of "dumb" sprite that renders ultra-quickly that I should be using instead to render a tile? I'm also creating my worlds in a 2 dimensional static array of numbers as the map. Is this the smart way to do it? Thanks, Spider
  11. Greetings Ladies and Gents, My name is Spider. This is my first post. I've just started using pixi.js, and moved over to Phaser because of the added functionality of being able to more easily create a tiled world (in a map editor) and then import that map into Phaser. Unfortunately, I have no idea where to start, and would appreciate some advice. I see in the phaser download package there is an example of using both sprite sheets and tile maps in /examples/tilemaps/mario/mario1.php. Unfortunately, there is no indication of what format / specifications / standards the tile maps and sprite sheets use, so I'm not 100% on how to create these sprite sheets and 2D worlds without doing them manually. Has anyone created a tutorial on how to do these. I have a copy of Code 'n Web TexturePacker.app and MapEditor.org's Tiled.app - not sure if any of these are used or if there are better online ones that you can recommend. Looking forward to it! Spider