Learning

Members
  • Content Count

    14
  • Joined

  • Last visited

  1. i like this game played to the finish of the game was fun, i would like to see the spike things go up a bit faster but thats just me, and also make a hardcore mode maybe? cause i would like to have it a bit harder to complete. But i would give 9/10 for this game + 10/10 for the look and the game idea also the music i love that song!!!!! 9/10 = game if i get hardcore mode + more levels faster spikes than i would say 10/10. 10/10 = for the game idea style, graphics, background music, levels etc. Good work all in all. hope too see more! Thanks!
  2. i solved it for mobile with dragin the player sprite with anchor setTo 0.1, 0.1 don't know why that solves it on desktop it works both ways but with 0.1, 0.1 set on desktop it lags any ideas on the subject would be most helpful thanks! ps its P2 < 2.0.2 latest. now teach
  3. desktop = box aka player and ground no gap. iphone = box aka player and ground 4-5 pixel gap. (included a js test so u can see) http://jsfiddle.net/ZeL5C/1/ any help with this would be great PS don't flame me on the code indent did not look at that when i made the jsfiddle SO sorry! thanks again guys!
  4. i updated too 2.0.2 today but i get error when trying to use player.body.moveLeft(200); etc < :/ update solved all my problems only have some bounce problems the player does not get any bounce but it can be fixed Thanks!! so much!!
  5. @valueerror, i've fixed left and right but the jump button is not working as it should. i use 2.0 of phaser so first of all i have to make use of velocity to get the player to jump and not moveUp so yeah it's not reacting that fast to the jump don't get why. i removed the delay and i dont have it inside a function.. game.physics.startSystem(Phaser.Physics.ARCADE);game.physics.arcade.gravity.y = 250;var bjump=false;jump = game.add.button(100, 280, 'btnjump', null, this, 2, 1);jump.events.onInputOver.add(function(){bjump=true;});jump.events.onInputOut.add(function(){bjump=false;});jump.events.onInputDown.add(function(){bjump=true;});jump.events.onInputUp.add(function(){bjump=false;}); if (bjump) { player.body.velocity.y = -200; }
  6. //have it as so but still have not found a solution to keep walking if it's onHold the button... //please guide me!!! game.input.onHold.add(actionMoveLeft, true, this); game.input.onHold.add(actionMoveRight, true, this); button.events.onInputDown.add(actionMoveLeft, this); rhtButton.events.onInputDown.add(actionMoveRight, this); } function actionMoveLeft() { if (game.input.onDown && actionMoveLeft && checkActiveDown) { checkActiveDown = true; player.body.velocity.x -= 300 * 2; player.body.x -= 2; player.animations.play('left'); } else if (game.input.onUp) { player.body.velocity.x -= 100 * 4; player.body.x -= 4; player.animations.play('left'); checkActiveDown = false; } } function actionMoveRight() { if (game.input.onDown && actionMoveLeft && checkActiveDown) { player.body.velocity.x += 300 * 2; player.body.x += 2; player.animations.play('right'); } else if (game.input.onUp) { player.body.velocity.x += 100 * 4; player.body.x += 4; player.animations.play('right'); checkActiveDown = false; } }
  7. button = game.add.button(0, 300, 'button'); rhtButton = game.add.button(200, 300, 'btn'); button.inputEnabled = true; button.input.pointerOver.id = 1; rhtButton.inputEnabled = true; rhtButton.input.pointerOver.id = 1; rhtButton.input.useHandCursor = true; button.input.useHandCursor = true; game.input.onHold.add(actionMoveLeft, this); game.input.onHold.add(actionMoveRight, this); button.events.onInputDown.add(actionMoveLeft, this); rhtButton.events.onInputDown.add(actionMoveRight, this); } function actionMoveLeft() { player.body.velocity.x -= 900; player.animations.play('left'); } function actionMoveRight() { player.body.velocity.x += 900; player.animations.play('right'); }
  8. tried it like this rhtButton.onTouchStart = function(event){player.body.velocity.x += 900;player.animations.play('right');}and then just the pixi way but no dicebutton.touchstart = function(touchData){player.body.velocity.x -= 900;player.animations.play('left');}the doc's for this is very little too none. so i was hopin too get some more ideas on this Thanks!
  9. Hey so i moved away from the gameControler.js So instead i tried this. lftButton = game.add.button(0, 300, 'button', actionMoveLeft, this, 2, 1, 0); rhtButton = game.add.button(200, 300, 'button', actionMoveRight, this, 2, 1, 0); //but i know that it has to keep update alive cause when you only use this you have to press the button like crazy to make the player move. tried too add an extra pointer, and then check for active input and so on but still no good came from it. So please any better solutions too this would be awesome thanks! function actionMoveLeft() { player.body.velocity.x -= 900; player.animations.play('left');}function actionMoveRight() { player.body.velocity.x += 900; player.animations.play('left');}-Learning
  10. Hello, so as the topic title states. How too keep default touch action that phaser has in phones when using gameController.js? i want to only have control on the left and still keep that touchEvent/function default.. if this is not possible is there better ways to make on-screen controls ? All the help i can get is greatly appreciated. Thanks in advance. -Learning.
  11. Hey so i been working with my first game in phaser. Do know the saying "don't start with the hard ones at first.. but i did". I started my development in 1.1.6 -> than moved up to 2.0. #Game Story Well it's a zombie shooter game, you are a small 2d pixel dude with a mini gun blasting your way up the ranks and score. The zombies are "crazy looking" as i made them and i'm not used too pixel/2d stuff soo that is why the name is as it is. It's set in a urban dead city with only one camp to protect and your self as well. against zombies and other crazy stuff that might turn up down the road. #active development. Menu system = 85%score + rank = 80%zombies + other monsters = 100% done.gun + player + bullets + city = 99% done.gun muzzle = 90 % done. #Android apk + iphone + facebook = not started yet. #Link to the game = soon 1-2 days. #screenshots http://imgur.com/a/5pbZR Hope to have more too show soon! -Learning