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About titmael
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"No it's not a bug, it's a feature" I love that kind of game so I would say you can dev something very cool (and you should continue adding some content to this one to monetise it). On the point to pay your bills with HTML5 I can't help you, I don't know anything about monetising games
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401m ! Nice graphics (love pixels !), pretty intensive game (love it too), nice effects. I noticed 3 things : touch buttons ruining UI for PC userscan't flip player when firingenemies don't turn back when stuck against a wallI'll keep looking at your game, you should add some content to get something less repetitive.
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And to get more flexibility I recommand you to use P2 Custom collision shapes, better physics etc
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1. I don't get why it bother you (based on your example now), if you really want the position of the hero on the top left, add a function to him : [...]getPosition: function(){ //for anchor at (0.5, 1) return { x: this.x - (this.width/2), y: this.y - this.height }}[...] 2. Why do you only want to rotate the sprite and not the body ? Collisions will not be good 3. Just bind your hero position and rotation to his shadow so th shadow will move with your player. In the shadow's update : this.x = hero.x;this.y = hero.y;this.angle = hero.angle;(something like that). Or if you use P2 you can use a constraint (http://examples.phaser.io/). I'm don't know if there is a better solution (finally pretty new too ^^)
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http://examples.phaser.io/_site/view_full.html?d=display&f=graphics.js&t=graphics is it what you want ? What do you mean solid ? With physics ?
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I bet on a sprite with variations because it'll have better performances and will be more beautiful. I guess changing the sprite's shape programatically will create aliasing effects on your sprite. And your shape isn't very complicated, photoshop or gimp or paint.net will be simple to use
- 4 replies
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- projectiles
- movement
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(and 1 more)
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Tilemaps look like a big array of sprites, so you can maybe parse a json tilemap and add each tile yourself, so you can use custom shapes (didn't try it)
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Yes you need to use P2 physics. You can use https://www.codeandweb.com/physicseditor to draw shapes and export in a json file. You have an exemple to import the json file to a sprite : http://examples.phaser.io/_site/view_full.html?d=p2%20physics&f=load+polygon+1.js&t=load%20polygon%201
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Simple and beautiful, lovely music
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when you active P2 it'll put the anchor to 0.5, so you have to set it after to get a custom anchor
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I got it working with this topic : http://www.html5gamedevs.com/topic/7273-best-way-to-fix-weapon-to-player
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Did you set the anchor after activating P2 on the sprite ?
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I just use this.anchor.setTo(.5,1) and it works perfectly
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Ok very nice, the revolute constraint is working ! I still use body.angle to rotate the weapon, you should try
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I tried but doesn't seems to work. The body is KINEMATIC but does not move with my player with this in update : this.x = this.hero.x;this.y = this.hero.y + 13; So this work but I still get the floating : this.body.x = this.hero.body.x;this.body.y = this.hero.body.y + 13;Here is my code : this.body.clearShapes();this.body.addRectangle(16, 48, 0, -24);this.body.data.shapes[0].sensor = true;this.body.data.shapes[0].collisionGroup = weaponGroup.mask;this.body.data.shapes[0].collisionMask = enemiesGroup.mask;this.body.onBeginContact.add(this.hit, this);