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About sharbelfs

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  1. I don't think I notice that, but probably I did something wrong , anyway, thanks for the feedback =)
  2. thanks, did you try on mobile? it already has touch control =)
  3. yeah, about the bug, that is a new one (just notice that too), I was working on some improvements and probably I broke something =/
  4. you are right, thanks =)
  5. Hello everyone, this is Crazy Racers. It's my first personal project [Play the Game] The game is an fast-pacing racing game. Features: 12 Different tracks 6 Different Cars (each car has it's own style) Different Obstacles 3 different game modes Leaderboard Game modes: Grand Prix: You race a number of tracks, the racer with more points win a trophy Quick Race: Race one track with 5 other opponents Time Trial: Race alone to try to get to the leaderboard Feedback are welcome, I hope you like this game
  6. thanks for the messages, I already found someone, -- topic closed --
  7. Hi!, I'm working on a racing game, and I'm looking for an artist to create the assets. if anyone have interest, send me a private message (with portfolio or some examples of work) and I can give more details about the job, Thanks,
  8. Can someone help me and tell what I'm doing wrong. I'm trying to create a fadeOut effect using audiosprite (external .json file). this is part of the code, and I'm using Phaser 2.4.4 also, I tried some tests, and seems that the tween function isn't running (onStart and onComplete are not working) // after decode the sound and before start the gamegame.sfx = game.add.audioSprite("sfx");// on the gamevar reelSound = game.sfx.play("Freespin");// this version doesn't workreelSound.fadeOut();// neither this onegame.add.tween(reelSound).to({volume: 0}, 1000, Phaser.Easing.Linear.None, true);th
  9. thanks @stupot, I'll try that, and btw did you use audiosprite? here it is how my code is working. at the begin of the level I play one note, after 1.5s I play the second note, and show the buttons for the user to click. ps: at any time in the game I have a click action to play the sound, there is always some effect or timeout before I play the sounds. does it help? this.sound.play(this.firstNote);this.game.time.events.add(1500, function() { this.sound.play(this.secondNote); this.showActionButtons();}, this);
  10. I'm having a problem trying to play a sound on Android Stock Browser. I'm working on a music game, so, after x seconds I need to play a note, it worked on chrome (android an ios) and safari, but not on the android stock browser. I tried to use an audiosprite with all notes and standalone audio files. (with decode audio validation) I used .mp3 (128bits/192bits, 44800hz) and .ogg (24bit, 44100hz/48000htz), with no success so far, does anyone can help me? thanks,
  11. this is a really interesting idea, its been sometime that I wanted this sort of behavior I was playing with the ideas, and in my case I needed to update some more things: Game.js (line 823) I passed the timestep for me to be able to update tween then game is paused if I want. This one may need some improvements, but I think its an interesting thing. this.state.pauseUpdate(timeStep);also, in the states I need to use this pause thing I added these lines in the pauseUpdate function this.game.input.update();this.tweens.update(timeStep);Pointer.js (line 444) /*if (this.game.paused){ ret
  12. I think would be possible to use the Loader.script to load a script file when you need. i already used sometimes and worked fine
  13. is it possible for me to pause the game game.paused = true but keep the music playing?
  14. i am not sure, but don't you need to start the system? this.game.physics.startSystem(Phaser.Physics.ARCADE);and the physics in the group i use something like this barras.enableBody = true;barras.physicsBodyType = Phaser.Physics.ARCADE;
  15. i don't know if there is an easier way, but i used Tilemap.searchTileIndex(index) to search the tile by the index, than you can get the position of the tile
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