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codevinsky

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codevinsky last won the day on May 3 2014

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About codevinsky

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  • Birthday 02/22/1982

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  1. # curve-fever 2.0 proposal ## Proposed Tech Stacks * Backend * * Node 7.5.0 * * Express 4 * * Socket.io * * Mongoose or other mongodb ORM * Front End * * Phaser LTS (which ever version that is right now * * Socket.io * * React for the UI * * MobX for state management ## Scenarios: In order from least time intensive to most time intensive ### A: Translation Assuming you have all of the game logic already implemented and merely want it translated from current implementation to the new implementation, (both back end and front end), then that's "minimal" work (as compared to Scenario B and a
  2. So, one -huge- problem I've encountered thus far: I've got an angular application wrapping my game layer. As such, phaser-inspector -dies- immediately and doesn't start up.
  3. Here's a request: Let's say we've got and endless runner game with three states: MenuPlayGame OverIn menu, we have a scene that has a parallaxing background with floating buttons. When we click the "Play" button, we move to the play state... but without wiping the scene of current game objects. The player character enters from the left, running at a constant speed with the background is still parallaxing properly. On player death, we switch to the gameover state, the background stops parallaxing, and a "stats" display flies in with a "try again" button. When this button is pressed, the backg
  4. Make the change to group/layer.. release it alongside 2.5 It's ok to have API breaking changes at milestones like that. Lord knows Angular did it.
  5. 1) Do you ever create PIXI.DisplayObjects directly in your games? Not as such, no. However, I do -often- use the inherited abilities of DO's and DOC's to add child sprites to sprites. 2) Do you use PIXI globals anywhere in your code? 3) Do you always use AUTO render type, or do you target a specific type? Most of the work -I- do is web work using Phaser as an animation layer. As such, I -always- use AUTO as we have to support a lot of different browsers and platforms. However, I'm not opposed to having to include modules. That being said: I am ALL about being able to use webpack and
  6. "Pool" seems like it would automatically implement recycling, as that's generally where I've heard the term. If it doesn't then maybe something else. How about these suggestions: * Assembly * Bag * Cartel * Lot * Store * Batch * Cluster * Crowd * Stack * Heap * Pile * Kit I, personally, like "Stack", as it has a double meaning referencing an actual layered memory stack (which is, by definition, not a display element) as well as describing the exact function (stacking) that you're trying to implement.
  7. The phaser documentation site is down right now. While that's being worked on, you still have access to the documentation. It's in the github repo under "docs", or if you've grabbed it via bower, you'll have it locally as well, though it's the classic style (which i prefer) and not the new style. JUST FYI
  8. Basically, all revenue that comes from my Phaser related tutorials and ad sales go -right- back into the community now.
  9. I've canceled a number of other non-essential subscription services so that I can become a patron. I'm -extremely- excited to see this happening, as the community surrounding this framework is -ridiculously- active, and we can -always- use more support.
  10. I'm going to end up going with this solution: https://stackedit.io/viewer#!provider=gist&gistId=0ec84c8264e96f210f3a&filename=animation-architecture.md
  11. I've got a project I'm working on right now that has a complicated series of transitions between game "states" as well as some complicated real-time Inverse Kinematic animations. I've got a number of people working on the project, most notably myself as the architect and an animator who's very familiar with phaser's tweening engine. However, I need to be able to separate app logic from animation code and sandbox him so that his code doesn't touch the app logic code. What's a good design pattern to follow that will give him full access to event based tweening while still keeping him from ha
  12. If there are fixes that need to be made, the code now lives in the Phaser Plugins repo: https://github.com/photonstorm/phaser-plugins
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