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About MarkAndrade

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    Silicon Beach Los Angeles
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    Code and Photography

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  1. @GravityGamesInteractive Thanks for the feedback. Yeah, it's a mobile game first and it's meant to be simple. There is a bug where sometimes the first tap is just insane fast. LOL... You're right about the green hill. Daughter wanted it and loves it so I kept it.
  2. Game Link: I'm playing with the idea of launching my games as HTML5 apps for mobile devices and this game is one of the first. I originally launched this game as an iOS app ( written in javascript ) with a custom wrapper ( written in cocoa ) before iOS 8 became available. Now that iOS8 is out and it supports webGL I see great potential for javascript apps running on devices without the need of a walled garden. The game itself is simple. Tap and hold to select the power of the jump. Let go to jump and try to jump over as many pillars as you can. It's meant to played on you mobile device in the browser. The game is written with Typescript using the latest version of Phaser. I've tested the game on as many devices as I could. Some low end iPhones and Android devices run a bit slow but I believe that the majority now is capable of running the game smoothly. In Windows Phone 8.1, even though it does play sounds it's really funky so I'd suggest playing without sound if you have a Windows Phone device. I hope you enjoy it.
  3. Here's my entry. Can't wait to play others! -- Mark @sputnikgames
  4. After more testing and poking around in Phaser and PIXI code I'm still at a loss. I guess I'm sticking with the setMoveCallback() work around. -- Mark
  5. Hi, I'm porting some cocoa code over to TypeScript and I'm currently working on the virtual joystick code. I noticed that if a mouse/touch is down and moving, update() will be sent twice. At least it appears that way. You can see an example of the anomaly here: If you constantly move your finger while holding the joystick thumb pad, the fish will move faster than if you hold your finger still on a direction with the thumb pad. The virtual joystick class has an update() method that's called by Phaser. If I remove it's update method and simply call a private method from the main update(), it will still show the same behavior. So this means to me that update() is getting fired off multiple times, or the pollRate changes or something. I just don't know. Thinking it was a hardware issue, I've tested this out on every system I have from Windows Phone, Android phones and tablets, iOS 6-7, iPad iPhone, desktops, etc and they all show the same behavior. I looked through all the docs and tried many different things but nothing seems to stop update() from acting strange when the mouse is down and dragging. I did find a work around by using setMoveCallback() in my class and then calling my own update method on each joystick class. Before I settle on using setMoveCallback() I just wanted to be sure I wasn't stumbling on a bug or something simple I'm missing from my code. If anyone can go to the URL above to see if they see the same thing and post what they find here I'd appreciate it. Maybe this is the correct behavior? Thanks everyone. --Mark
  6. Thank you clark! This too was driving me insane with Visual Studio Web 2013. For what it's worth, adding the following line after the line containing .json will now let me load .fnt files in Visual Studio Web. <mimeMap fileExtension=".fnt" mimeType="application/fnt" />
  7. I think you just need to remove 'stage' in the 2.0 api = Phaser.ScaleManager.SHOW_ALL; = 480; = 260; = 1024; = 768; = true; = true;;
  8. Hi all, I'm having a few issues with Phaser 2.0, typescript and physics and hope that someone can point me in the right direction. Not sure if my error is because the phaser.d.ts might be incomplete or I'm just missing something. I'm simply trying to init Arcade physics by calling...;This compile error I receive is... The property 'startSystem' does not exist on value of type 'Phaser.Physics.Arcade.World'.If I try and use.. new Phaser.Physics.Arcade(;... I don't get the compile error. Pretty much any other calls to a sprite's body or other physics functions cause an error too. Thanks for the help. -- Mark