• Content Count

  • Joined

  • Last visited

Everything posted by Pert

  1. @BenCTFC @hEaLeR_CTFC @MattL96 bow, jump backwards into opposition player, wave with arms preferably while making hurt noises #legittactics

  2. Might have to look into it for some work stuff anyway, cheers for reminding me
  3. Has this improved with new Phaser updates, does anyone know?
  4. I did think sprites looked familiar:
  5. hah, pretty addictive. Good work.
  6. Tiny graphical glitch - if you mute audio and restart the level, auto is muted but speaker icon is not crossed out. Otherwise, pretty creative, I like it.
  7. So, I did a quick test with using delta in update to add my own quick velocity calculations. Delta was all over the place, but seemed to do a sine - up and down all the time. In the end I dug out my Eclipse and updated Android SDK and libGDX, and got smooth result with just using pos += delta * velocity quite easily (I say easily, it took me 2-3 hours to figure out all the new configuration Eclipse needed to get things compiled). So, unfortunately I'll be doing things native just to avoid headache with optimising performance - hopefully when we get to do a small limited public web demo teaser, someone else has tackled this issue head on
  8. I wonder if the key here is particles usually don't move in straight line and rotate as well, or maybe I just tried to look too hard on the diamonds and now I notice slight "choppiness" on Diamond Burst example too . . . it's going to be a loooooong night
  9. Interesting, will have a dig around then. Should I do it on 1.1.3 or 1.1.4? Never tried it on anything else, but I guess Cocoon must use Chrome engine then, because they have very similar behaviour. Annoying, because other things like particles animate beautifully! Will have a dig around tonight.
  10. Yeah, I didn't have the source code at hand and I didn't remember while writing OP if it was .body or just sprite. One way or another, it works, but is choppy.
  11. Then there is this too. But good idea, good documentation makes good framework into exceptional framework.
  12. Here's something I came across while trying to prototype something late last night. Phaser version should be 1.1.3 When I use sprite.velocity.x = -100 the animation seems visibly "choppy", even on my PC and there's nothing else going on like physics calculations or collision checks, tab uses 22% processing power according to Chrome tab. App was running between 45-60FPS. It came as a bit of a surprise, because week before I used particle effect with more particles and compiled with CocoonJS to run on Nexus 7 and it was very smooth. Haven't had time to check few theories, but could it be because sprite location get's rounded up or down to a hard pixel position, and that creates illusion of frame rate issues? I had a look this morning on official example, and moving image one to me seemed to have same issue where the movement does not seem completely smooth. Anyone else noticed this?
  13. It might need a bit of messing about, but here's how I would go about it (which probably is how Pixelguy was hinting you should do it ?). Every time you create or reuse a shell, because it's been fired, you save floor level Y coordinate using player position with it, it might be a bit higher or lower than that, depending on how your player is positioned. In update method, for every visible and active gun shell, if they drop below (or above, I think top left corner is 0:0, right?) said Y level, you multiply Y velocity with -1, and I think physics calculations should take care of the rest?
  14. Nice. Here's something I thought of doing because of some Cocoon JS projects that I might be working on in the future, but it might be good match for your helper wrapper. Cocoon requires users to upload single ZIP file with all the game assets, and at the moment the limit is 30Mb. As it stands, adding code into archive manually is pain enough, but it would be extremely helpful if some kind of a tool could go through all the assets, minimize CSS and JS (assuming that will make some savings on ZIP file?), optimize or notify dev about huge image assets that could do with, then whack all these new optimised stuff into single ZIP file with the best algorithm available. That could be useful for normal delivery as well, without ZIP option.
  15. Pert

    Spine support

    Ah, shame. Have been looking into skeletal animations most of the night, In between doing normal sprite-sheet or basic skeletal animation, might have to figure out my own simple implementation meanwhile.
  16. There's a charity movement called Open Device Labs - the idea is, there are hardware libraries, you can arrange an appointment, go in with your software and test it for free. I'm not sure if there are any in Sweden, but there are quite few in Germany where the idea originates from and there are few in UK, one coincidentally at my work place. *** commercial broadcast warning *** Another option is, there are companies that do remote testing, maybe not an option for indies, but for bigger companies. There's a set fee, depending on testing goals and project complexity, and the service provider is getting your app tested on huge range of devices with different OSs, then giving returning test exit report with detailed bug descriptions, crash logs, screenshots and videos. I work as senior software engineer for one of these companies, BugFinders, and they do a lot of work with gaming companies and they always come back, so seems to work very well for all parties. As for Cocoon, I did some basic tech tests myself last night and asked tester to check it with low end Android device, full screen animated background image with decent particle effect was running on HTC Desire HD Android 2.3.5 without any performance issues, I didn't spend much time on getting canvas size right, so it was slightly off, but I'm sure there's a way to get it right for all devices with some simple HTML and JS tricks.
  17. Played around with simple full screen background image scrolling and some particle effects to test Phaser and Cocoon mix yesterday, worked well on my personal Nexus 4 and Nexus 7. Also asked one of the testers to run it on lower end Android in office just for kicks - it was running well on HTC Desire HD with Android 2.3.5 - loading times were slightly longer and it did not get the screen size right, but that is probably down to me not doing any clever screen resolution checks. Overall test application was still running smoothly. I like Cocoon auto-hides OS navigation. There are some downsides. You can only compile app with compressed ZIP size up to 30Mb, but with ZIP compression set to max and graphics and audio properly optimised, JS, CSS and HTML minimised, it should not be an issue. Also, while compile process was not too bad (around 2-3 minute wait until I got email with download link), it requires few manual steps to test your package on real device. If you are happy to work in desktop browser and test your code on real devices couple of times a day and are willing to be mindful of project size on disk, for now, I really like Cocoon JS and it has hiked my motivation to work on my next HTML5 / mobile project!
  18. Well, that's the problem, to make it more interesting, the game I have in mind needs to offer some kind of competitive edge so people have reason to share it with friends. If it was mobile only, I would not worry too much, as it will be hidden from the most basic hack attempts. But a JS game - that takes some clever engineering. That article looks pretty promising, cheers! Will refer back to it again once I get to doing global leader boards.
  19. Using phaser.min.js from dev branch and I get this error when I try to run similar test code to particle example. Using phaser.min.js from master branch works. Uncaught TypeError: Cannot set property 'x' of undefined phaser.min.js:12 c.Particles.Arcade.Emitter.emitParticlephaser.min.js:12 c.Particles.Arcade.Emitter.updatephaser.min.js:12 c.Particles.updatephaser.min.js:12 c.Game.updatephaser.min.js:5 c.RequestAnimationFrame.updateRAF haser.min.js:8 window.requestAnimationFrame._onLoop
  20. Has anyone thought of a way to do secure global High Scores table that anyone could submit their score to? My obvious worries would be a ) people can read through JavaScript or check Chrome Dev Tools network tab to grab URL and send random scores in b ) if a) is solved, people changing score variable from Chrome DT console (score = 1000000000) before they die, and then submitting seemingly valid scores Any thoughts?
  21. Level exits or "secrets"? There's always work around (ie if user.x == 40 && user.y == 23), but I suppose that's nice quick way to fire collision code. Or "events" - ie when player hits this position then enemies are spawned - in that case it's almost a set of tiles (x1, y1, x2, y2 ?) rather than single one.
  22. Whoop whoop for Estonia! Pick a language that would offer you maximum results with minimum effort. Who cares if you make your first game with Phaser JS (recommended) or native or for desktop or whatever. Nothing kills your game developer career quicker than spending time on writing amazing things that you never finish to a point when you are happy to show it to other enthusiasts, for free. I've been dreaming about doing few games, because I think I have few good ideas, and some of them might actually get some attention from public. So, after sitting on ideas for years and years, I did an entry for one of the competitions and man was it hard to actually finish a game to a point where it can be played. It would take more time to completely polish it off to where my original plan was, but still, a first "released" game. With competitions you also get boost in people checking your work out and giving you some feedback. So, that's what I'm doing right now, working on simple puzzle game idea I came up with probably 2-3 years ago, just to get another finished game under my belt. I am using Phaser JS, because I have 15+ years web dev experience, so JS is relatively easy, I shouldn't get stuck on simple things, and finishing a game should be a pleasant experience. Then maybe after two, three, heck, five games you might have to start choosing an engine that will suit your commercial needs, before that, don't be afraid to go for a simple solution.
  23. Assuming you might want to have multiple hits per tile, you can have 3-4 different "break" states, similar to jpdev's solution, then replace tiles from X to Z, to Y and then to 0 when it has been completely destroyed.
  24. Haha, was about to complain about broken links before realising it is still in planning. Some good advice is always good, so +1 from me.
  25. Yeah, that would be super helpful - I tried to force it with setting velocities to 0 if they were below certain threshold, but I guess it was already "inside" a tile or still dropping so physic calculation was trying to move it next frame regardless.