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Found 8 results

  1. I wanted to share a Phaser 3 game I’ve been working on. The entire game is made on my iPhone with Textastic and a vector drawing app, so there are no keyboard inputs. The controls are fairly simple. Just slide your finger left or right to move, and you can either swipe the same finger to jump, or swipe with your other hand while running. To climb the rope, you just have to slide up or down; and to swing, slide left or right. To enable the slingshot, click on the character, pull the rock back, and let it go. When you start to fall in the hot air balloon, hold your f
  2. Hi, I'm creating a game that player can walk over terrains with lots of slopes. How can I make my player rotate accordingly to the angle of the slope? This is how it's currently working: And this is how is must work (I've changed the angle manually): I'm using Box2D plugin to generate the terrain accordingly to an image. That's the reason of all these bodies. Thanks!!
  3. Hi folks! I've been working on putting together all the demos I've been working on in order to create a Player that can traverse a terrain correctly and will ONLY slide down the terrain if the Player detects a VERY steep slope ( X rotation should be able to be chosen by a parameter, the default set at 85 degrees on the X-Rotation axis ). I've created a play ground in order to demonstrate what I have done so far. I need some help to slide down steep terrain like in World of Warcraft. I'm VERY close but can't seem to figure out how to solve the above problem. Please be patient with me! I break
  4. Hi! If I use p2 physics what is the most effective way to add slopes to my tilemap? I use tiled. I saw a solution here (below) where you make the tile layer with the slope tiles non-collidable, and you make an object layer on top of that where you draw polylines, and make the object layer collidable, but thats not that efficient if you design a level and want to try out a lot of variations. So my question is, is there a more efficient way of doing this? For example like in ninja physics where you can associate the tiles with different shapes.
  5. iliak

    Ninja physic

    Hi, For my platform game, I'm using ninja physic. How can I prevent my player slipping in slopes ? I want the player to stay in the middle of a slope without sliding down. Thanks !
  6. Just to check, is there anyway of making half triangle collisions with arcade physics? Im working on implement them hacking the function intersects of the Phaser.Tile object. Som code ideas have been taking from here; http://gamedev.stackexchange.com/questions/27962/how-can-i-do-fast-triangle-square-vs-triangle-collision-detection Also read this; http://gamedev.stackexchange.com/questions/8336/how-was-collision-detection-handled-in-the-legend-of-zelda-a-link-to-the-past Should i keep working or there is another work around?? PD: i have try the ninja physics but i dont like them
  7. Hello, I cannot find way to make slope in platformer that character can walk. It seems that Phaser can only check collision as a rectangle. Here is what I am trying to achieve: http://sandbox.yoyogames.com/games/110049 Thanks for all your help!
  8. Hey everyone! Just first want to say, when I heard about Phaser (being a big Flixel fan) I was STOKED and uber-excited and can't wait to get my hands dirty with it. One of the only issues I had with Flixel was using slopes in a platformer. Is this addressed at all in Phaser? At the risk of showing my game dev noobiness, does one have to use pixel detection collision or is there another way? Thanks!
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