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  1. Hi! Some time ago I made a PoC of a game backend server. It worked surprisingly well but that's it, I never fully finished it. Now I would like to build a full featured product out of it, but I need your opinion. Thanks to this form: https://forms.gle/Q9cD7dwsBLepw1498 I’ll know if it makes sense and what you would expect from a product like this. Thanks for all the comments and opinions!
  2. Hi, Very nice, played few levels and it was fun. I think I found one bug: at the end after killing last enemy final score doesn't count gold that is on the way back to the vault. At least graph shows less bars than it should at the end.
  3. Odk


    Depends what this hosting should do? Only push static files or do some backend stuff? If only sending files then even two small 1-2CPU 2G RAM + ssd servers will do fine if properly configured. For servers it doesn't matter how many subscribers you have in total. More important is how many of them will came at peak time.
  4. Looks like you need to work more on dev basics. Lesson one: Use google and try to find examples of what you are trying to do There is big chance that someone already did and shared most of it. For example this: http://www.emanueleferonato.com/tag/card-game/
  5. You didn't specified with what part you need help. If you are new to gamedev then I would recommend in making it offline first. Adding online multiplayer will be simplest part in your case (low traffic turn based game), just use https://socket.io/. It will be more than enough.
  6. Odk

    Gopherjs and Phaser

    Hi, I've recently started to experiment with Gopherjs ( https://github.com/gopherjs/gopherjs/ ) for Phaser games. Idea was to write backend and frontend in same lang (I use go on backends I create for clients). Managed to recreate http://phaser.io/examples/v2/games/starstruck example in go without much trouble, but now I'm creating game template with states and can't properly add multiple states. When I console log the game.state.states object I see all my states, but it always starts last one no mater which key I use in game.state.start(). Anyone here with experience in Phaser and Gopherjs?
  7. Works nice, good job. You should think about making it more dynamic. Now when some tile fall on large enough group after removing tiles beneath it, there will be no reaction. I would also add some power ups (like remove all tails with specific color).
  8. I'm not sure if this is suitable for games. PB doesn't have any cpu/gpu intensive content on their site. It's just a list of links. If you do the same in your game then frame rate will suffer and no one will play your game.
  9. You can update car rotation only if button is pressed. To smooth the rotation I would calculate angle between objects ( http://phaser.io/docs/2.6.2/Phaser.Math.html#angleBetweenPoints ) and slowly correct it toward 0 if it's bigger than some small value. I would never target 0 value as it will make car vibrating. Pseudo code would look something like this: if buttonPressed { if angleBetween(car, pointer) > 0.2 { car.rotation += (or -=) 0.1 } } You need to experiment wit the values and check if this works for you.
  10. You loaded the image but didn't displayed it. game.load just loads image. It doesn't show it.
  11. How many games you release during this time and how much time you are putting in every title? From my side: I'm doing gamedev after normal daily job and managed to get ~3000$ from contract work, but didn't released any game that I own in this time. For 2018 I've already started with removing jobs that doesn't scale well (require my constant attention). This should give me some free time and hopefully I'll start releasing some games this year. If not I've already booked ~10000$ in contract work and have some options for more. Not bad side income in eastern Europe.
  12. Not sure what would be your use case? When you publish your game "url" will be remote http server. In theory you could write a method that will send HTTP POST or PUT request to server and then server will write (if you program it to do so) the content to file. But once your game will have more than one player it will probably lead to data corruption. Better say what you want to achieve and then maybe someone will be able to point you toward proper solution.
  13. Hi, I'm playing for almost 1h and I can say that it's quite nice. One thing for now is that there is no visual relation between ship level and fleet strength/performace. I don't get what ship upgrades give.
  14. Because you do: this.zombieHealthText=this.game.add.text .... So you are assigning new text object to same game object in each iteration. In result you have reference to just one text object. It should be zombie.zombieHealthText=this.game.add.text .... Then you will create text object for each zombie separately.
  15. As you already have zombies as group then I would add something like this (writing from top of my head) in your update function: this.zombies.forEachAlive(function(zombie) { zombie.zombieHealthText.x = zombie.x; zombie.zombieHealthText.y = zombie.y; }, this); Then it will update text object position in each frame. It's fairly simple operation so shouldn't be a performance issue on any device.