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About ladybenko

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  1. Here's the game I made for Ludum Dare #38: Terrartisan. It's a terraforming game with two game modes: quest (in which you have to solve a "puzzle" and learn the rules of the simulation) and freestyle, where you get to build a world of your liking. I also wrote a post-mortem at my blog that shows how the game was built step by step. The game was made with JavaScript and Phaser. I hope you like it! And if anybody joined Ludum Dare too, please consider rating the game at the LD site when the judging starts. Thanks!
  2. Hi, I submitted a game for Ludum Dare #36 (compo, aka 48h solo category). The theme gave me an idea I really liked but it was way too big for a game jam, so I decided to go for a proof on concept of sorts instead of a "complete" game. I'm thinking on continuing the development, so I'm really interested in feedback! You can view the LD entry and play the game at: http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=547 The game was implemented with JavaScript and Phaser.
  3. Hi all, I was experimenting with techniques for Web Font preloading and ended up writing an article ("Web Font preloading for HTML5 games") with my findings, along with some demos working in Phaser. There are several ways to detect whether a font has been loaded or not (like rendering a text in a DOM element and check for size/scrolls events, etc.), as well as a proper, standard JavaScript API that as of today, only a few browsers have implemented (Firefox, Chrome and Opera). There are several third-party libraries out there (like TypeKit's Loader, FontFace Observer, etc.) which use
  4. Hi all, I made a game for Ludum Dare #35! Meet Sky Panic: It's a retro, infinite, cute shump. Your ship has two modes you can switch to: fighter and bomber. The game was created using JavaScript / Phaser. Graphics were made with Aseprite and the pico-8 colour palette. And for audio, I used some online editors: bxfr for sound effects, and Audiotool for the background music loop. I also wrote a post-mortem in my blog that features a log with step-by-step pics of the progress. I hope you like it! Here are the controls: Tab: switch between bomber and fighter A
  5. RT @Laralyn: We can't assume silence from individuals means that they don't care. I know many devs whose hands are tied in terms of public…

  6. Hi, thanks for sharing this! I would appreciate it a lot if any of you could provide feedback. If you think that I missed something important, please do tell me Cheers~
  7. Thanks! I'm glad you can find it of use If you have any suggestions about something that is missing, or that you think it should be removed, please let me know.
  8. Thanks! Yep, definitely more enemies / power-up's, etc. would have helped. Thanks, that means a lot, specially since I see myself more as a coder. But I've seen definitely better art there on LD I'm quite proud of this one, though.
  9. Probably not the most efficient way, but you can always add a flag to the aliens that are not shootable anymore. Then you pass an additional filter to the overlap method. Assuming that flag is called immune, you could have: game.physics.arcade.overlap(bullets, aliens, collisionHandler, function (bullet, alien) { return !alien.immune;}, this);
  10. Hi all, I created a Phaser generator for Yeoman (a scaffolding tool). The original idea was to have an easy way to set up a HTML 5 game project for game jams, prototypes, etc. It doesn't have a lot of features, but it provides: Latest version of Phaser, of course A starter project with an asset preloader scene, plus a main scene.A gulpfile with some basic tasks:Launch a local web serverLivereload (so the web browser does a reload automatically when a JS file changes)Deployment via rsyncBrowserify integration, so you have a nice way to create modules for your game (and/our use NPM packages)
  11. Hi all, I wanted to share my entry for the last Ludum Dare: Metal vs Hipsters. You can play the game here. This was an entry for the compo (not the jam), so only me for 48 hours… It's not as completed / polished as I would have liked, but it's a huge improvement over my previous entry, so I'm quite happy with it. I wrote a full post-mortem at my blog, with step by step screenshots. I won't reproduce it here, since it's quite long, but here's a teaser of one of the first phases of the game: One of the most common feedback I've received already is that I should have made the game i
  12. Thanks! So what happens is that I should just not call game.add.existing because when you create a new group it gets automatically added to the game instance? Cheers
  13. If you would be so kind, I'd appreciate it. I tried and could not make it work Thanks a lot rich
  14. Hi, thanks for the reply! I'm interested in adding the group afterwards because I wanted a custom group class inheriting from Phaser.Group. The reason is that I had some sprites that were related (in this case, a HUD), and I wanted to separate the logic of creation of these sprites into the group's custom class, plus a bit of other logic related to these sprites. Is there another way of doing this? I'm new to Phaser and a bit lost Thanks!
  15. Hi, I'm trying to add an existing group to a game: var dummy = new Phaser.Group(game);game.add.existing(dummy);However the addChild method that eventually gets called throws this error: Uncaught TypeError: Cannot set property '_iPrev' of undefinedWhat am I doing wrong? Thanks
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