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  1. I came across a problem while the play again button is clicked. I have 3 states in my game. when the game is over, there is a button given to the user for playing again, that button leads the user to game state. I have used P2 physics. I am using sprite.id for collision detection, but while playing again the id changes every time. I tried using destroy() to delete the existing p2. But that gave me more errors while playing. How can i reset the Physics when playagain button is clicked? Hope someone can help in this?
  2. Hi i just finish a mini game with the idea come from compass. 360 Degree Spinning Shooter Space Game A Game that you need to move your whole body to play. New Type of Casual Mini Game. A shooter game with spinning 360 degree. *** WARNING *** - Not for pregnant woman and lazy people. - You could get throw up after some game. HOW TO PLAY Hold your phone flat in the palm of your hand Spin around while holding your phone in your hand to change direction of space ship Tap screen to fire the object TAP and HOLD
  3. How to drag sprite on a path like there https://cdn-factory.marketjs.com/en/mcdonalds-playable-ad/index.html ? Thanks a lot!
  4. hi guys I have a Construct 2 Project i want to transfer it to phaser 3 any idea ! hope someone can help asap thank you so much
  5. Hello, I have different states like "menuState", "optionState", "playState". In optionState I have more than 50 toggle buttons (possible frames: 0 and 1) So, I can include/exclude different cities by clicking those toggle buttons. Let's say I click toggle button next to "Berlin", this city is excluded from an array, and button's frame is set to 1 now. It works fine for all cities, but if I go to menuState or playState, then I go back to optionsState, those toggle buttons are created again, and their frame is 0 by default. Is is possible to save those buttons (keep them on f
  6. I've seen a gantt chart with a planned "phaser 2 to 3 migration guide" but now it seems to be deleted. I have a lot of 2.x code and I would love to migrate to 3.x in an ordered way. So, will there be any migration guide or should I just start seeing the examples and tutorials and figure out the best way to do it? It's nice to have such amazing library!
  7. Powerdefense A towerdefense game. Towers require energy. Towers can be upgraded by adding components. Url: https://www.powerdefense.com Screenshot: Lemme know what you guys think
  8. Hi! character in my game is this cat: The cat is class extending group and contains torso and head, both are sprites with arcade physics enable on it. In the game, the cat is pushed up by applying velocity on it and it collects certain items (gameplay is similar to Flip the Gun game, check it out for better understanding). THE PROBLEM: In update method, I am constantly checking for collisionse between cat and the items: this.game.physics.arcade.overlap(this._cat, this._sceneObjectsLayer, this.onObjectCollision, null, this); My onObjectCollision method looks li
  9. How to load images or assets from local address instead of phaser assets through web? Whenever I try to load assets from my local drive it doesn't show the contents.I want to load my assets offline. Thanks in advance.
  10. Need to make a drawing tool where sprites would be pipes of different shapes and they need to be controlled through drag and drop and virtual joystick.
  11. Hello I made a game by phaser 2. Ragnarok Triple Triad is a strategy game design base on Triple Triad : a card game originating from Final Fantasy VIII Ragnarok Online : massive multiplayer online role-playing game Game Play Ragnarok Triple Triad is played on a three-by-three (3x3) square grid of blank spaces where monsters will be placed as the game progresses Each monster has lv, hp numbers placed in top, bottom; Monsters can have elemental alignments that affect the gameplay if there are elemental icons on the game boa
  12. Hi, recently i moved from Phaser 2 to Phaser 3 and i started some new project. Here is my problem: In Phaser 2 its easy to add text to sprite like this: var sprite = game.add.sprite(...); var button_style = { font: "27px Verdana", fontWeight: "bold", align: "center", fill: "#000000", stroke: '#ffffff', strokeThickness: 2 }; button_text = game.add.text(0, 0, 'blabla', button_style); sprite.addChild(button_text); After few days i am very tired of searching to
  13. Reservoir Cleansing. Short arcade type game, just kill the enemies each level: ARROWS (UP & DOWN) - Switch character Z - Attack X - Heal C - Power up (Character upgrades when bar fills) (MAX is Golden armour) It was just a small project to take a break from a big one (kaeBLUE). Won't be doing much to this , but any feedback will help improve any future versions, or even other games. - PLAY ON KONGREGATE - Thanks 😀
  14. Hi, I've been off the grid for a quite a while. I'd like to ask what happened to Lazer project? Is it now Phaser 3 or is that a branch of Phaser 2? Thank you guys.
  15. Hi, I'm making a dismemberment function of a sprite (human) when it died. This is how i see it : Get 6 bitmap (pooled) Copy with copyRect part of the sprite's texture (legs, torso, ...) and eventually resize these bitmaps Get 6 Image (pooled) and apply theses different textures Play some tweens to make parts fly randomly When tweens finished, free the 6 bitmaps and 6 image ( return to pool queue) Do you have any advices ( performance, ...) about this way ? Thanks
  16. Hi, Which is the most efficient way when you need to deal with many text to display (mobile/pc) ? Because i spent times on forum and didnt find a clear answer (sometimes Phaser.Text, but often BitmapText) : Thanks
  17. Hi All I've been working on a top down endless runner , where the player jumps from one platform to another and should not leave the screen. How to make a platform move horizontally I'm spawning platforms and adding x and y velocity its working but is it a right of doing it ? if not how to make it look better this.initX = this.x; this.body.velocity.y = -200; platform.prototype.update = function () { if (this.moving) { if (this.x > (this.initX + this.wi
  18. Hi all, I am new to Phaser game development. I want to build a game like this: https://studio.code.org/s/hero/stage/1/puzzle/1. The idea is that I want to use blockly to play the phaser game instead of keyboard input. Basically I want to write some javascript code that would make the Phaser game figure move (write code to play the game). My question is: is there any API in Phaser can help me achieve that? Or the only way to achieve that is to simulate keypress in browser? Thank you all! Update: I figure out I just need to set the cursors properties. This
  19. this.game.physics.startSystem(Phaser.Physics.P2JS); this.game.physics.p2.setImpactEvents(true); var wallCollisionGroup = this.game.physics.p2.createCollisionGroup(); var playerCollisionGroup = this.game.physics.p2.createCollisionGroup(); var doorCollisionGroup = this.game.physics.p2.createCollisionGroup(); this.game.physics.p2.updateBoundsCollisionGroup(); // I've created all the necessary collisions as in expamle: https://phaser.io/examples/v2/p2-physics/collision-groups and it works perfect. player.body.collides(wallCollisionGroup); play
  20. We moved our game from Phaser 2.6.2 "Kore Springs" to 2.10.3 and encountered this error in Firefox and Internet Explorer: IndexSizeError: Index or size is negative or greater than the allowed amount The exception is trown from PIXI.Sprite.prototype._renderCanvas: renderSession.context.drawImage(this.texture.baseTexture.source, cx, cy, cw, ch, dx, dy, cw / resolution, ch / resolution); The arguments are: cx : 803 cy : 899.37 cw : 168 ch : 0 dx : -0 dy : -0.6299999999999955 resolution : 1 Everything was fine in "Kore Springs" but we wanted to take advantage of all the fixes
  21. I resently started working with Phaser 3 and so far I learn some of the differences compared to Phaser 2: Scenes No pixi engine Is there any other notable differences at this point?
  22. Hi guys, Im kinda new here but I need help with Phaser 2 (PhaserCE 2.10.3) and loading videos.. My code is : main.prototype = { preload: function(){ game.load.video("earth_1", "assets/video/earth_1.mp4"); }, create: function(){ var video = game.add.video("earth_1"); video.play(true); video.addToWorld(); var flare = spawner.spawn(g.sprites.flare) var ring = spawner.spawn(g.sprites.ring) var highly_recommended = spawner.spawn(g.sprites.highly_recommended) var logo = spawner.spawn(g.sprites.logo) ... it
  23. Hi, so I'm trying make a doodle jump type of a game , so far I've created the infinity world and added 6 ledges. now I want to kill and revive the ledges with the new X and Y coordinates, but somehow can't get it to work. I've managed to kill the ledges as they go out of camera bounds by using (forEachAlive)but got issues with reviving them. I've tried getFisrtDead and reset but nope, cant get it to work. Does anyone know how I could solve this? so this is how I create the platforms: generatePlatforms: function(){ //grouping the platforms platformPool = game
  24. I am thinking about just using Phaser 2 for my games since there are so many available examples online unlike Phaser 3.
  25. Hello, I'm using Phaser CE trying to make a very simple game were two cowboys shoot them but in the middle there is a Cactus which gets destroyed with every shot. I followed this example https://phaser.io/tutorials/coding-tips-002 run nice in every browser. So I have almost everything working in chrome but in Firefox I cant see anything drawn over the BMP. It's hard to simplify my original code. So I tried to build a very simple one to showcase my problem by extracting code from the example link. I just want to draw a whole when pressing key A. I also tried with diffe
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