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Found 56 results

  1. Hey I am planning to create web game pages by using Phaser2. My project will be used Phaser2, Java, jsp and Oracle DB (maybe Node.js) I want to make this game Multiplayable, so I decide to get web hosting service but I can't find proper hosting service site. What is the proper hosting site in my project conditions??
  2. Hi, I just uploaded a game made with on Kongregate to its own server (using the option webgl/html5): https://www.kongregate.com/games/olycape/flappy-tours In the game I use the onDown event: game.input.onDown.add (this.myfunction, this); In the free server where I have it hosted everything works correctly: http://jjgames.pcriot.com/ The problem is that on touch screens and only on the Kongregate website, raising your finger generates the onDown event. Due to this the control becomes very difficult in touch screens. From what I see the game is embeded in an iframe from one of its servers. I would like to avoid the use of onTap, since it is not very agile for this type of game. Has anyone else had this issue? Any advice?. Thanks in advance. Regards.
  3. I am new to Phaser development and I am currently having trouble figuring out the correct code needed to have a game resize to the full viewport of a browser on window resize without stretching any of the graphics. I am working on a vertical scroller with a tilemap (1024x4608) for the base background/map. On window resize (or orientation change) I would like to be able to adjust the game dimensions to fill up the entire viewport while keeping the same ratio to allow the tilemap not to be distorted. From my tests, it seems that I would want to keep the width the same and adjust the height then let the game scaling do its thing to allow the game to take up the full browser viewport without stretching the tilemap. I just have not been able to figure out the correct ScaleManager settings to make that happen. I tried the following which does scale the game but does not adjust the width/height to take up the whole viewport: Game instantiation: var gameHeight = window.innerHeight * 1024 / window.innerWidth;var game = new Phaser.Game(1024, gameHeight, Phaser.CANVAS, 'test-game');In the window resize function: game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;game.scale.pageAlignHorizontally = true;game.scale.pageAlignVertically = true;game.scale.setScreenSize();game.scale.refresh();And this attempt takes up the whole viewport but does not scale correctly so it stretches the tilemap: In the window resize function: game.scale.setMaximum();game.scale.refresh();Any help would be greatly appreciated.
  4. Hello. I'm using the following code to make my game responsive: this.game.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.game.scale.setShowAll();this.game.scale.pageAlignHorizontally = true;this.game.scale.pageAlignVertically = true;this.game.scale.refresh();But it only change the size if I refresh the page... Is it possible to change when window resize? I saw that in early versions (for example 1.1.3) it resized when the window resized..
  5. Hi all, I noticed that input isn't working on stock Android ( namely older devices like the Nexus S ). It seems officially touch events aren't supposed to work - using mouse instead, and Chrome's device emulation confirms that. This can be fixed by checking if the device is touch in the Phaser Mouse start function: if (this.game.device.android && this.game.device.chrome === false && this.game.device.touch)And this fixes it in Chrome, but it's still not working on the device. I've tried a bunch of things, but even the touch and mouse events aren't triggering. We've previously built a game on Phaser 1.1.6 and everything works correctly on the same device. Anyone have any ideas? Even an idea on how to debug this besides console logging would be useful. Thanks, David Goemans Lead game dev @ Boostermedia
  6. how to scale game to fit browser window in Phaser 2.x ?