Horizonicblue

Members
  • Content Count

    55
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Horizonicblue

  1. I guess in this case you have not defined explorer properly, so when you do explorer.x += explorer.vx; it must be throwing error
  2. Hi, there are lot of game frameworks you can find, good once are Phaser, Melon etc but if your are not much experienced with the coding it would be better to go with something like Construct or game maker. Whichever way you choose invest some time in understanding the tool first, and yes mostly all game framework/engine support adding texts.
  3. Here is a one that's also used for io games https://colyseus.io/
  4. Hi, Actually it needs a local web server setup to run the game, directly opening the html file in browser won't load the assets. If you want to know why this happens read this https://phaser.io/tutorials/getting-started-phaser2 Maybe when you run it from brackets it creates a local webserver that's why it runs properly. Also just saw that your console shows Phaser CE v2 that means you are not using Phaser 3 but Phaser 2. In case if you want use v3 you can get it from here https://phaser.io/tutorials/getting-started-phaser3/part4 and follow the tutorial.
  5. I feel Dumb Riders really enjoyable and funny, at first I found the controls little annoying as I was more of rolling and crawling than scatting 😆 later became more comfortable. Also scatter is really horrible to control, maybe the first level is little difficult to start and any new player might give up easily(just a thought), maybe keep a short tutorial track on top of the menu to start with, rest is nice and fun. By the way, I didn't find the link for danger deep
  6. Hi, Since localstorage is a client side storage, client can access and modify it, also if user cleans up the browser storage or cache, it will clean up the whole data in localstorage. If you have any sensitive data to your game then its better you store or sync it with your server. Otherwise local storage is the best option.
  7. Not all games store the score in same way, so its better to ask game developer/provider to integrate the score based APIs as per the requirements of your arcade website. But for this they might charge you some extra.
  8. If you want to go step by step in Phaser https://phaser.io/tutorials/making-your-first-phaser-3-game
  9. Are these same people that hosted casual connect? If yes, check this out https://gamedaily.biz/article/423/casual-connect-joins-the-greenlit-content-family
  10. May the sparkle and joy of Christmas fill your heart 🎄✨ Merry Christmas
  11. You can try https://electronjs.org/ I dont know about the best practices and methods as I haven't used it much, but its widely used
  12. Yup this used to be a fun place when all frameworks had their forums here, though the new forums looks shiny it doesn't feel like whole HTML5 game dev community the way how it used to be here.
  13. I feel Intel XDK is one of the best alternative to cocoon as it provide similar performance to cocoon, but its no more supported. Phonegap, Cordova are only best supported currently. There is Capacitor which is very new and I haven't tried it yet https://capacitor.ionicframework.com/
  14. Phaser Interphase and there are some more for quick start by Emanuele Feronato you can check here
  15. https://photonstorm.github.io/phaser3-docs/index.html Online docs
  16. Hey the attachment is not extracting for me, can you reattach a new one..
  17. You can access it as deck in any of the states. (actually in this structure even objects like game and game1 are global) other way of declaring global is game.global = { score : 0, sound : false } and you can access it as game.global.score in any states.
  18. I think this should work var game1 = { game.fun(); }
  19. Hey great work buddy, I can see this time the art is something different type as compared to your older games. By the way, what are further plans with multiplayer game, planning to keep it for players only or you will be licensing it?
  20. I think this will do.. Thanks for everything
  21. That's true What I want to do is, suppose if car1 collides with car2, then I want car1 to get killed and if car2 collides with car1, then I want car2 to get killed. Is there any other way I can do this?
  22. Hi, Is there a way to check collision of only one sprite with other? game.physics.arcade.collide(sprite1,sprite2,callback); the above thing checks for collision by sprite1 to sprite2 and also sprite2 to sprite1. I want only one way check....has anyone done anything like this?
  23. Wishing everyone a bright, healthy, happiest, craziest and prosperous new year Happy New Year!
  24. Wow this looks inspiring Come on Lets start!
  25. I'm ready to help, I visit forums daily GMT +5:30