DWboutin

Members
  • Content Count

    50
  • Joined

  • Last visited

Everything posted by DWboutin

  1. Hi! I search some tutorials about how to create an isometric game. Do you know some place where i can learn about the base concepts of isometric games and maybe a little Maths? Thank you
  2. Congrats Rich! Such fun to use it!
  3. Hi! I'm trying to create a farming game with Phaser. If found this: http://rotates.org/phaser/iso/ and it works well, but is there any other plugins or maybe other engine who to this well? Thank you!
  4. Thank you, but it's very not the point! I want to get inspired and learn from how masters game designers do their work!
  5. Hi, I am a programmer with little skills with the pencils, but i'm very not an animator. The game kingdom rush inspire me a lot. I want to create a game with some characters like Kingdom rush, small but cool and the movement are fluids. Can anyone help me? Thank you!
  6. Ho... i see lol... i was thinking it was a phaser function! thank you
  7. Hi, I do the awesome book of Tomas Palef and i got an error. On my main state, after creating all my walls, i have the function "this.createWorld()" who is undefined. Why is it undefined? What does it do exactly? Is it mandatory? Thank you var mainState = { preload: function(){ // charger une image game.load.image('player', 'assets/player.png'); game.load.image('wallV', 'assets/wallVertical.png'); game.load.image('wallH', 'assets/wallHorizontal.png'); game.load.image('coin', 'assets/coin.png'); }, create: function(){ // Mettre le background d'une couleur game.stage.backgroundColor = '#3498db'; // Initialiser le moteur de physique, on peut avoir P2 (Plus complexe), Ninja et Arcade game.physics.startSystem( Phaser.Physics.ARCADE ); // Création // Créer le personnage this.player = game.add.sprite( game.world.centerX, game.world.centerY, 'player' ); // Setter le "anchor point" du personnage au centre de celui-ci. Par défaut en haut à gauche this.player.anchor.setTo( 0.5, 0.5 ); // Gravité // dire au moteur de physique de prendre le player dans sa physique game.physics.arcade.enable( this.player ); // ajouter la gravité en Y au player this.player.body.gravity.y = 500; // Controller le player this.cursor = game.input.keyboard.createCursorKeys(); // Groupe // Création d'un groupe qui englobe les murs this.walls = game.add.group(); // Mettre la physics this.walls.enableBody = true; // Créer les 2 murs dans le groupe game.add.sprite(0, 0, 'wallV', 0, this.walls); game.add.sprite(480, 0, 'wallV', 0, this.walls); game.add.sprite(0, 0, 'wallH', 0, this.walls); // Top left game.add.sprite(300, 0, 'wallH', 0, this.walls); // Top right game.add.sprite(0, 320, 'wallH', 0, this.walls); // Bottom left game.add.sprite(300, 320, 'wallH', 0, this.walls); // Bottom right game.add.sprite(-100, 160, 'wallH', 0, this.walls); // Middle left game.add.sprite(400, 160, 'wallH', 0, this.walls); // Middle right var middleTop = game.add.sprite(100, 80, 'wallH', 0, this.walls); middleTop.scale.setTo(1.5, 1); var middleBottom = game.add.sprite(100, 240, 'wallH', 0, this.walls); middleBottom.scale.setTo(1.5, 1); // Rendre tout les murs imbougable this.walls.setAll('body.immovable', true); this.createWorld(); // la cenne this.coin = game.add.sprite(60, 40, 'coin'); game.physics.arcade.enable(this.coin); this.coin.anchor.setTo(0.5, 0.5); // score this.scoreLabel = game.add.text(30, 30, 'score: 0', { font: '18px Arial', fill: '#ffffff'}); this.score = 0; }, update: function(){ // Détecter la collision, toujours mettre en premier game.physics.arcade.collide(this.player, this.walls); game.physics.arcade.overlap(this.player, this.coin, this.takeCoin, null, this); this.movePlayer(); if (!this.player.inWorld) { this.playerDie(); } }, movePlayer: function(){ if(this.cursor.left.isDown){ this.player.body.velocity.x = -200; }else if(this.cursor.right.isDown){ this.player.body.velocity.x = 200; }else{ this.player.body.velocity.x = 0; } if (this.cursor.up.isDown && this.player.body.touching.down) { this.player.body.velocity.y = -320; } }, playerDie: function(){ game.state.start('main'); }, takeCoin: function(player, coin){ // Détruire le coin this.coin.kill(); this.score += 5; this.scoreLabel.text = 'score: ' + this.score; }};var game = new Phaser.Game(500, 340, Phaser.AUTO, 'gameDiv');game.state.add('main', mainState);game.state.start('main');
  8. Awesome work and Happy birthday PHASER! You are awesome guys!!! I got only a little problem with yeoman generator. When i follow this tutorial http://codevinsky.ghost.io/phaser-2-0-tutorial-flappy-bird-part-1/ My "dist" folder doesn't have the phaser.js file in it. Will you repair that?
  9. AWESOME Heppell08 !!! You rock ^^
  10. Hi, I just changed from 1.1.2 to 1.1.4 and i can't detect to collision side of my sprite. define("Play", ['Game', 'Holoboy'], function(Game, Holoboy) { var Play = function (){ this.game = Game; this.holoboy; this.map; this.layer; }; Play.prototype = { preload: function(){ this.game.add.sprite(0, 0, 'preloaderBackground'); }, create: function(){ this.holoboy = new Holoboy(0,0); this.map = this.game.add.tilemap('map'); this.map.addTilesetImage('tiles'); this.map.setCollisionBetween(2, 12); this.layer = this.map.createLayer('Calque de Tile 1'); }, update: function(){ this.holoboy.move(); this.game.physics.collide(this.holoboy.sprite, this.layer); console.log(this.holoboy.sprite.body.touching); } } return Play; });My console.log(this.holoboy.sprite.body.touching); always alert me Object {none: true, up: false, down: false, left: false, right: false…} My holoboy object : http://pastebin.com/Uzpkihfw My controllable object : http://pastebin.com/FcEWkWS8 The collision works well by the way. My character can jump on the tiles and he is stopped by them. What's wrong with my code? Thank you
  11. Does someone have a software to do pixel art who create sprites with JSON Atlas?
  12. Hi, I'm wondering if it's possible to do some sprite animations who change dynamically the sprite body size with Phaser? Like in this video at 3m53 Thank you!
  13. For the Precise jumping you can check my tests on http://badassgames.net/mygames/basic/ I check if the character is touching the ground and the key is pressed, than i set the velocity y to -350. If the key is released, i set the velocity to 0.
  14. Ok, perfect! Thank you guys
  15. Hi, I want to create an animated button, how can i do it? Can i set some animations on the over, up and active states of the button? Thank you
  16. David, can you show me a simple exemple of a structure with a Config file, and your main file to handle your game please? (I'm new to require, it will help me a lot)
  17. That's perfect! I didn't saw this exemple! Thank you very much!
  18. Hi! I'm wondering how can i and whats the best way to handle some rendering order or some z axis depth? Like if i have a tree in my game and my character walk in front of a tree. It's ok, my character is on the first plan. But if my character walk behind the tree? How can i change the rendering order or the depth? Like this game when you pass behind or in front of houses or trees. http://browserquest.mozilla.org Thank you
  19. Hi, I want to change temporary my main character's spritesheet by another one on overlap. When my character overlap a NPC, he will take his spritesheet and inherit of his animations. I tried to change it with Sprite.loadTexture, but it glitch between the frames. How can i handle this? Thank you
  20. There's my normal json http://pastebin.com/eMDEt4xm There's my trimmed json http://pastebin.com/JguZQ6Fr I don't want to put my sprite on the forum, i want to keep it secret for now. There's my animation if it can help you to see the problem. this.sprite.animations.add('idle', [0,1,0,1,0,1], 2, true);this.sprite.animations.add('run', [2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22], 24, true);this.sprite.animations.add('walk', [26,27,28,29,30,31,32,33,34,35,36,37,38,39,40], 18, true); Thank you!
  21. Worst Monday of the year tommorow T_T

  22. I answered my question. For the noobs (like me) there's how i did it. I preloaded my spritesheet and the json file like this. this.game.load.atlasJSONArray('character', 'assets/character.png', 'assets/character.json');The altas contain the image and the file who is related to the sprite size. So you just have to load your sprite normally with game.add.sprite(x, y, 'character');And do whatever you want with the sprite. But i got another one, when i export my spritesheet "Trimmed", the animation are not very fluid anymore. Is a a good way to set the spritesheet trimmed? Why it's not fluid, it skip some frames i think, does it do something with the frame numbers?
  23. Thank you for your answers! My anchor was already at 0.5, but my sprite wasn't really aligned with the middle. Thank you for your advices and sorry for my noobness