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Everything posted by pixelpathos

  1. var blobSize = 20;var circObj = new Phaser.Circle(0, 0, blobSize);blob.body.setCircle(blobSize);It may be that Phaser.Circle takes a diameter, but body.setCircle takes a radius.
  2. Hi v0van1981, Is your Player.prototype.update() function called directly from requestAnimationFrame() as part of your render loop? If so, you've tied your player movement directly to your frame rate i.e. if the frame rate drops, your player will slow down. (I've just spotted the following in the linked article: "Once the sprite is added to the game world its update function will be called every frame.") This article describes some techniques about how to separate out sprite movement from frame rate. Thanks, Vince.
  3. I've spent a couple of weeks improving Luminarium's graphics, controls, menu and tutorials. The new version is called Planet Rescue, and I've started a new forum post (with screenshots) here. Thank you for all your feedback so far!
  4. Planet Rescue's a physics-based puzzle game. Can you help the Lumins rescue planets from eternal darkness? There's a demo version here, with all levels playable (despite showing the lock symbol). The game is a reworking of Luminarium, based on feedback. I've spent a couple of weeks refreshing the graphics, improving the menu system, making the control system (hopefully) clearer, and replacing tutorial text with pictures. I've also made improvements to the drawing code. Luminarium was previously posted here. I'd be grateful for any feedback, particularly with regards to the points I've
  5. Thanks for taking time to play Luminarium, and for the kind words and feedback! I've decided to take the tap-and-hold issue very seriously, and rework the whole thing. From feedback, it seems that, generally, players don't like reading even simple tutorial text, so no matter how I reword the text, players may not notice . In an ideal world, the player controls need to be visually obvious from within the gameplay itself, so I'm experimenting with a mechanic where the player can just grab the edge of the circle (I have made the edge thicker to make this possible). I'll also add some up/down ar
  6. To publishers/sponsors: Luminarium is now available for licensing. Please feel free to contact me: vince[at]pixelpathos.com. Luminarium demo playable here. Many thanks.
  7. @lewster32 said it . The issue isn't that collisions are being checked in update(); it's more the fact that there is a fixed relationship between the number of update() calls, and the number of collision checks (even if that's, say, one check every 10 calls). That fixed relationship means that, if the frame rate drops, players will fall more slowly, etc. (and, as mentioned previously, may also fail to collide). The so-called "accumulator" works by breaking that fixed relationship. Let's say your physics engine wants 60 updates a second to be realistic/accurate, but your update() is only be
  8. Hi Owen, I presume it's Mr. Goggles that you're having issues with? Just stuck the game on my Samsung Galaxy S4, and ran it through the Chrome profiler. Each frame is indeed taking around 500ms (2 fps). The CPU profiler shows a lot of QuadTree operations (especially insert()), which sounded like expensive collision detection. Sure enough, you have several tens of game.physics.arcade.collide() calls in your gaming loop, which is the cause of your performance problem. Perhaps you could use a lighter weight collision detection system, rather than a full-blown physics engine, and also make an
  9. Hi Tom, I haven't had experience with doing this, but I have an interest in audio, so I took a quick look. I figured you'd need to do some kind of frequency analysis (fourier transform) on the audio, and that if anything was going to manage that, the Web Audio API would. Sure enough, there is an AnalyserNode which can sit in the audio chain, analysing the frequencies, but otherwise leaving the audio alone. It has methods getFloatFrequencyData()/getByteFrequencyData(), which you'd need to call in a loop at whatever rate you choose to sample the audio at. There are various demos floating aro
  10. Update: launch direction arrows have now been added to the spaceship(s). Thanks again for the suggestion, @mentuat.
  11. @mentuat, Thanks very much for taking time to play Luminarium, and for writing up the very useful feedback. The easy one first: indication of the direction of launch is a great idea - I will try and implement this shortly. The resizing is becoming a headache! I considered a pinch zoom, but originally decided against it for a couple of reasons. Firstly, when the circles are very small (particularly on small screens) or when they overlay, it may get a little fiddly. Secondly, I needed a way for the game to be evaluated on desktop. I could support both resize methods, but I'd need to decide
  12. Seems very polished. I enjoyed playing, and liked the rotation mechanic, as it minimises the chance of being stuck with a set of unusable letters. The social aspects of the game add to its appeal. I agree with JUL that there's perhaps a little too much to read to start off with. As I've found out the hard way in my own game development, attention spans seem to be quite short nowadays! (What were we talking about...? ) For me at least, the scoring system seemed self-explanatory. Some of the rest could be explained "on-the-go", rather than up front. I came across a slight glitch. After sub
  13. Hi Michael, Congratulations on putting Star Survival together as your first HTML5 game! Initially played it on desktop, and it plays well. Enjoyed the sound effects, damped spaceship movement, powerups and level progression (encountered a few of the much larger enemies). It took me a little while to discover that I could just hold down the mouse button, and move the cursor around, although I suspect that if I'd started on mobile, holding down a finger may have been more obvious. On iPad Air, I encountered some resize issues. In portrait, the sprites occupy the full game area, but the backg
  14. No worries! If you wanted something to play around with, I can highly recommend Single Cell Software's Caustic 3. It's a synthesiser/sampler/sequencer that runs on Android and iOS, but also has free Windows and MacOS versions. It's like a distilled version of its much bigger desktop-only counterparts like Reason, so it's easy to play around with, even if you're new; yet, it also somehow manages to have many of the key features of desktop software. There's also sample tracks and patches for you to mess around with, not to mention lots of great video tutorials. Let us know if you manage to c
  15. Thanks for all the feedback so far - it has been very constructive. I've now made a couple of changes: - The player needs to tap the spaceship to start the level, so you have some time to think before the Lumin count starts - The resizing tutorial has now been improved with a hand animation that loops continuously - hopefully this should make the resizing mechanism clearer for first-time players As always, I'd appreciate thoughts on the game with these changes in - thanks so much. Vince.
  16. I've not encountered anything native on canvas that will allow you to do this. Does it have to be a true Gaussian blur? I can't claim to know the mathematics behind it, but I do know it's expensive to compute, and would involve manipulating the canvas data on a pixel-by-pixel level - likely too slow for real-time game use. Depending on the scenario, you might be able to fake it. Is there any way you could use Photoshop (or similar) to pre-render any of the blur, and just use canvas to composite the blurred sprites at runtime?
  17. The way I've approached this is to match sound effects to the musical key of a background track. The key should ideally stay the same throughout a track, so you can use the same sound effects across an entire track, rather than trying to respond to the second-by-second changes of the music - possible, but a pain to code. I also don't change track within a level, so that the sound effects within a level also do not change. All the sound effects in my game Luminarium (see signature), except for the button clicks and planet fill sounds, are tuned in this way. For example, the title track is in C#
  18. No worries! On the S4, the performance seems more consistent now - it doesn't degrade over time, even after pausing and resuming. Also good news: the game's centered on the iPad Air . The framerate on the iPad's very low now, though. I didn't hook the device up to the profiler, but I can actually count the frames, so it may well be in single figures.
  19. Hi Samuel, Congratulations on completing your first game, especially having to juggle priorities with school. I like the clear and simple concept and control scheme, which both work very well. I tried your game on a few different devices. As a general comment, it seems the rate of falling is tied to the framerate, which isn't ideal, as the diver falls more slowly on devices that perform less well, giving the player more reaction time . Back on my PC, the diver fell so fast it was almost unfair ! The performance also seemed to slow as the gameplay went on, perhaps indicative of some kind
  20. Thanks! I composed the music myself, so it's great to hear that it actually works with the game . Did you manage to get the resizing to work? If you click and hold the command, the outer circle will turn white. At this point, simply drag up and down to resize. I'm trying to establish whether the issue is a technical one, or one of communication (i.e. I need to be clearer!). By the way, I found the RAVALMATIC website's games and articles very interesting and everything has real polish. I shall be taking more of a poke around there later!
  21. Phew! Thanks for getting back to me . It may be that I need to make this clearer, especially as RavalMatic has had similar issues with the controls.
  22. Many thanks! Luminarium is intended to work fine with a mouse. The controls should be the same: to resize a command with a mouse, click-and-hold the command until it enters size mode, then drag up/down. Please let me know if you're still having issues.
  23. I've updated the demo with new graphics, sound effects, and music, as well as various drawing fixes. As always, I very much appreciate feedback I receive from this forum - thank you! Updated link: play Luminarium here.
  24. Impressed to see what can be achieved in-browser with WebGL. The graphics and sound are very reminiscent of Flight Unlimited (was that really 1995?). I like the way the sound changes with the attitude of the plane. Took me a while to discover the 'H' key for help, and that you're supposed to shoot down the red plane using the 'space' key. Does the red plane ever crash and burn? Had some small performance glitches when shooting the other plane at close range. Enjoyed the technical demo.
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