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About Zef

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    Advanced Member
  • Birthday 02/10/1992

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    Brighton, UK
  1. Zef

    Phaser Update Speed

    Hi, yeah I think that is the way I will be going actually. Its a shame because I wanted to make use of arcade physics but it looks like I will need to use something else now.
  2. I don't know if this is still why you ware having problems, but it definitely was to begin with. Take a close look at this straight from the examples // Create our collision groups. One for the player, one for the pandasvar playerCollisionGroup = game.physics.p2.createCollisionGroup();var pandaCollisionGroup = game.physics.p2.createCollisionGroup();// This part is vital if you want the objects with their own collision groups to still collide with the world bounds// (which we do) - what this does is adjust the bounds to use its own collision group.game.physics.p2.updateBoundsCollisionGroup();
  3. Zef

    Phaser Update Speed

    I'm sure there will be a way to do it. If I am correct requestAniimationFrame will cap at 60fps, but I presume that is just calling the phaser update function. All I need is some way of calling update more than once each time. Thanks for your help ;p
  4. Zef

    Phaser Update Speed

    If anyone is interest here is a link to the current state of the simulation too http://jozefmaxted.co.uk/neural/lifesim/index.html
  5. Zef

    Phaser Update Speed

    Hi there, I am currently using phaser for a simulation of life evolving a neural network inside little creatures. This relies on generation after generation of these creatures being evolved with a genetic algorithm. I am currently relying on the arcade physics system to handle collisions and overlaps etc, and the little creatures survive by eating food, and hunting each other. Or at least that is what they should learn to do. Currently each round last 45 seconds, this in itself isn't a problem, but I have been trying to find a way to step the Phaser engine at the fastest speed possible so that I can complete a number of simulations in the shortest possible time. It can take 1000s of generations before the creatures evolve to show intelligent behaviour. I am struggling to achieve this at present. I have tried using game.enableStep() and then in the update function calling game.step() more than once but this doesn't appear to work. Does anyone know how I can do this? Thanks for you help. ps. I have made a little site showcasing the neural network http://jozefmaxted.co.uk/neural/index.html I plan to add more examples and will put the code up on Github soon. Its the sort of thing that will be really handy for creating AI for games.
  6. Just so you know the editor isn't working on safari mac, get the error: TypeError: Attempted to assign to readonly property. eClass.js:424 Good work though, can see this being very useful!
  7. Lol the Wordpress of html5 engine is not a complement. Wordpress is abundant, but its code is a mess and is part of the reason PHP has a bad reputation!
  8. Haha its fun I like it a lot! One thing that I think would be cool without much effect would be to add a little bit of screen shake when a bomb hits.
  9. Hmm thats an interesting one. So do you have it working in those screen caps? Is that using something other than phaser? The first idea that comes to my head would be to make a copy the p2 world and step that one forward to find out the position of the sprite a number of frames ahead. I don't know how expensive this will be but I am sure it would be possible. In fact, briefly looking at the p2 docs there is a world.clone() function, and word.step(float) function to move the world forward. I haven't tried but I bet you could do it using those two
  10. Haha really nice concept I like it. Good fun
  11. Zef

    GTC Heat City

    Really good fun and nice graphics
  12. No problem Well I finished university today so for the first time in ages have a lot of free time. I think what I will do is write a blog post going into detail about the process of creating this game. At the same time I think I'll remake it in Phaser 2.x as currently it is using 1.x, and also I might try and optimise it for mobile a bit more because as people have mentioned here, currently its a bit rubbish on tablets etc. Anyway I'll let you know once its ready, it may turn out to be a multipart thing because there will be a lot of areas to cover!
  13. Thanks, yeah the multiplayer relies on more than one person being on at once but it does work I promise Haha Yes I received the highest mark in the year so was very pleased. Introducing multiplayer went well beyond the spec for this piece of coursework.
  14. Thanks All the graphics were produced in Photoshop mainly using the pen tool. Organisation was not really too hard as there aren't actually a huge number of assets. They are simply in an asset/images/ folder and are all preloaded at the beginning. I have been making a few other game since and would highly recommend an app called Sketch for graphics over Photoshop. http://bohemiancoding.com/sketch/ It is vector based and makes it super easy to export your images at different resolutions. The workflow for creating, apps, websites, games etc is so much better than photoshop if I am honest, and I am now using sketch for the majority of my work. Can't recommend it enough! Seriously though the hardest part of this game was the networking side, everything else was very straightforward in comparison! Let me know if there is anything more specific you want details about. I think I might write a post giving an overview how this game is working as there seems to be a decent amount of interest
  15. Hey there is an example project on github that does just this https://github.com/photonstorm/phaser/blob/master/resources/Project%20Templates/Basic/Preloader.js