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Noid last won the day on May 6 2014

Noid had the most liked content!

About Noid

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  • Birthday 09/23/1985

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  1. @John Ng for any function that processes some data and where you can check whether it's returning what it should you can use your favorite test framework. However, if you plan to use TDD for the whole game, I'm not sure it's feasible. You cannot run your game for say 10 seconds, capture a screenshot and expect it to be always the same.
  2. Create if for what you need to get ready for the update loop. There is no need to create all the sprites you are ever gonna need there. You can use the update loop just fine.
  3. Maybe debug.text should output some warning to the console since it severely affects performance and people new to phaser have no way of knowing
  4. It'd be better if you explained what you're trying to accomplish with the code so we can help you. The obj1 at the end is undefined and even if it were, you would end up adding an obj1 property to it that contains { enterMonsterMenu: function() { return console.log('enterMonsterMenu'); } } . It seems that you wanted to call a function instead.
  5. The problem seems to be that the empty space is being trimmed but the engine is not loading the metadata properly. This is part of my atlas.json file {"filename":"Pichon_Vuela00.png", "frame": {"x":865, "y":391, "w":58, "h":58}, "spriteSourceSize": {"x":8,"y":1,"w":77,"h":66}, "sourceSize": {"w":77,"h":66} }, {"filename":"Pichon_Vuela01.png", "frame": {"x":550, "y":411, "w":65, "h":57}, "spriteSourceSize": {"x":5,"y":1,"w":77,"h":66}, "sourceSize": {"w":77,"h":66} }, {"filename":"Pichon_Vuela02.png", "frame": {"x":616, "y":411, "w":64, "h":56}, "spriteSourceS
  6. So, for anyone using sprite.anchor.setTo(0.5,0.5) and a body of width A and height B and who was using sprite.body.setSize(A,B,0,0) to get the body centered, they now have to do sprite.body.setSize(A,B,0.5*(sprite.width-A),0.5*(sprite.height-B)). That is, offset to half the width of the sprite minus half the width of the body and half the height of the sprite minus half the height of the body. That works fine now, even with negative values for scale. However, something else must have broken now, cause when I set the anchor to anything other than 0,0 it's starts vibrating. If I set the an
  7. Any migration guide for how the new body anchoring works? I have a prite with anchor set to 0.5,0.5 and size set to (20,30,0,0) With 2.4.7 I could just do sprite.scale.x *= 1 to flip the sprite, now it displaces the body a lot. I'm not really sure how to fix it.
  8. Try the older docs. Get the phaser repo from github and run <repofolder>/docs/index.html
  9. Since you say you're lerning JS, I want to let you know that nothing will have perfect autocomplete for javascript due to the way the language works. Since it's a weakly typed language sometimes there's no way to know what's inside an object until runtime(and that may even change serveral times during execution). Some editors include ternjs which tries to get as much autocomplete info as possible but I'm using sublime 3 with no autocomplete plugin and phaser.io/learn/chains open on a browser tab and I've managed just fine.
  10. I published a game just like the one your're making (https://play.google.com/store/apps/details?id=com.purpleghost.pichonfull) last year so I can tell you how I ended up solving the same problems. All I say implies I'm using arcade physics though in retrospect maybe I should've used P2. You should test both now to see which one you find more suitable before it's too late. Regarding bounce, I have a variable that holds the jump speed and apply that whenever body.onFloor() is true. Using onFloor you avoid having it bounce when it touches the sides or bottom of a tile. Regarding pass
  11. EXACT_FIT will stretch/squash the image if you scale to a different aspect ratio. You could also implement your own "fit best" scaling function that scales the image uniformly until it fits the width or height of the screen(whichever generates less cropping).
  12. Noid


    There was an early alpha with placeholder art I uploaded to Newgrounds to get feeback.
  13. Noid


    Pichón is a puzzle platformer where you play as a chubby bird that's constantly bouncing. Fast reflex and good timing will allow you to sort obstacles, activate secret passages and collect the necessary gems to be able to open the door at the end of each level. This is my first Phaser Game and it's available right now on Google Play. Trailer: https://youtu.be/LfQ3gTSyaJo Store URL: https://play.google.com/store/apps/details?id=com.purpleghost.pichonfull Press Kit: http://indieghost.com/press/sheet.php?p=pichon
  14. Cool! I've played some of the early versions of AO. Unfortunately I think Phaser doesn't support animated tiles. You can probably use an instance of Phaser.BitmapData as a tileset image and then use BitmapData.copyRect() to paste the required frames at regular intervals. I don't know how fast it'd be but it'd probably be faster than using Phaser.Tilemap.replace(). Since this might be useful for my game too, I'll try to make it work and post the code as soon as possible.
  15. The emulator in IntelXDK doesn't play mp3s. If it doesn't properly inform what is capable of playing, phaser will just pick the first option. This happens with Opera to. Just put the ogg files first in the array. Going from 44100 to 8000 will noticeable degrade sound quality.
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