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  1. Hi, I'm prototyping a turn-based strategy game and I would need the display a the world map as tiles (orthogonal, isometric, hexagonal, I don't care at the moment, I will go the easier way...) The main requirement is that I would need to easily change the texture on a tile depending on the player actions. What is the best (simplest) framework for this? I see phaser, pixi or melon could do it, but which one has as the simplest API for tile maps? Thanks you for your advice!
  2. Hi, Is there a trick (or standard way) to put tiles of the same layer to the different depths? Currently I can call layer.setDepth(1) to modify the whole layer. But is there a way to have only one layer where some tiles have depth "1" and others have "0" ?
  3. Hello, I am trying to load a tilemap mad with tiled, but i am getting this error in the console: Error: No data found in the JSON tilemap from Tiled matching the tileset name: "gameTiles" This is the code i am using in phaser: function preload(){ this.load.tilemapTiledJSON('level1', 'map.json'); this.load.image('gameTiles', 'tiles.png'); //this.load.spritesheet('gameTiles', '../img/tiles.png', { frameWidth: 32, frameHeight: 32 }); } function create(){ map = this.make.tilemap({key:'level1'}); tileset = map.addTilesetImage('gameTiles'); backgroundLayer = map.createStat
  4. Hi, I create a tilemap with 4 layers with one for collisions ( named : collisions ). The layer with pink tiles is my collisions layer, and the tile ID is 515. Then I add a player and active collisions. function preload() { game.load.tilemap('map', gamePath + 'assets/map.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('tiles', gamePath + 'assets/tiles.png'); game.load.spritesheet('cars', gamePath + 'assets/cars.png', 180 / 5, 73); } function create() { game.physics.startSystem(Phaser.Physics.P2JS); map = gam
  5. Here is the tile spritesheet : Example: https://labs.phaser.io/edit.html?src=src\game objects\tilemap\collision\csv map arcade physics.js These white stripes appear when the camera moves in this example, I have this problem in my own game, any idea what one can do about it? The only thing I could think of doing about it was to add empty tiles to the tile sprite sheet so that transparent tiles would not get stripped by the tile beside it.
  6. Hello, there is any consideration to draw a sprite after another?. I'm having a hard time trying to make them fit perfectly. I'm starting to think that is something about decimals or something because most of the sprites have a line/space between them , and in mobiles is even worst. I have a big spritesheet with tiles, and I extract them with: new PIXI.Texture(texture, new PIXI.Rectangle(col * tileSize, row * tileSize, tileSize, tileSize)) where col and row indicate the position of the tile. Could be a problem related with this method? the spritesheet is fine because it w
  7. Hi! I am using Phaser CE, and here is some code: var level1 = { map:{ size:48, w:36, h:6, layout:[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2, 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2, 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2] }, create: function(){ game.scale.sc
  8. Hi all, I need advice on which approach is best for my problem: Setup: 1. I'm using Tiled and tiles sets to create platforms for the player to jump on 2. Each platform is made of 32x32 tiles and can have any shape, like in tetris. (line-shaped, "L"-shaped, 2x2 block, and so on) 3. A level can have up to 50 platforms Desired outcome: I want is to know when the player has touched every tile of a platform. E.g. a platform has 5 tiles and after the player collided with all of them I want to call a function. What would be the best way of doing this?
  9. Hi! My name is Andrei and I am looking for a pixel artist to help with my hobby game project. The game I'm working on is called Feudal Tactics and it is a multiplayer turn-based wargame, similar to Advance Wars. You can find out more about Advance Wars on Wikipedia: Advance Wars - Wikipedia. Feudal Tactics will be a completely free browser game built on HTML5 & JavaScript, with asynchronous play mechanics. I am looking for a pixel artist that can draw low-res terrain tiles, military unit sprites (with animations), a logo for the game and a favicon for the website. The graphics mu
  10. I am making a platformer game with Phaser 2.9.2 where the map is loaded from a JSON file and am having difficulty trying to make interactive tiles which are replaced by a new tile with a collision from a single-direction. I have found a function which allows me to control the direction of collision direction of tiles, so I am hoping to find out how to activate a function and replace individual tiles when there is the sprite and tile are overlapping. I have been thinking of adding the tiles individually in JSON with unique properties and using the .createFromObjects method, but I want ever
  11. Hello everyone, I've been looking in to how one might create sloping tiles in Phaser.js and its Arcade physics engine. From what I've done so far, I just basically have two squares moving through the middle of an existing square as an experiment to see if my 'limited' knowledge of maths actually works (see fiddle): http://jsfiddle.net/drunkenoodle/qLuzv06c/10/. My plan was to simply move a sprite along that same trajectory while ignoring the left and right collisions of the tile... So I gave it a shot and attempted to apply the method to Phaser, although had very little luck doing so. I've
  12. Hello everyone! I thought I'd share something I've been working on for the past few weeks. A plugin for Phaser that provides collision handling for sloped tiles and half tiles, similar to Ninja Physics but somewhat more concisely. Check it out on GitHub, give it a whirl, let me know what you think! Github: https://github.com/hexus/phaser-arcade-slopes Demo: http://hexus.github.io/phaser-arcade-slopes/ It's still early days for this project, as I've only just released v0.1.0-alpha today, but I look forward to continuing fleshing it out. Why did I make this? I'
  13. Hi, I'm open for new projects vanillapatchuli@gmail.com My gallery: https://www.artstation.com/kozhko
  14. Hello everybody. Need your help with Tiled Map Editor. I had a set of tiles, I updated it with another one in which there is a new tile, but when I add it to the map, another one is displayed instead, and so with some tiles. tried all tiles and a new one was not found Who faced the similar? how to fix the problem?
  15. I'm trying to get my tilemap to scale and I'm basically following the example here: https://github.com/pixijs/pixi-tilemap/blob/master/demo/main.js#L17 However, what ends up happening is the tilemap itself will scale but the frames won't. I can't record a GIF because for some reason the screen randomly flashes white when running the PIXI app, but here are some screenshots which may be helpful:
  16. Hello. I've been trying to create some levels for my game and I found that the only way for it to work, given my tilesets, would be to create multilayered tilemaps. The problem is I don't know how to load them using Phaser functions and I've been unable to find any existing examples of this in action. Any help would be greatly appreciated. Best regards! Mariusz
  17. Hi, I'm trying to build a top-down 2d game. You can find the code for it here: https://github.com/JimTheMan/Room-Walkers Here is a screenshot of the game using "this.scale.scaleMode = Phaser.ScaleManager.NO_SCALE ;" The game works, but there are a few issues I'm having: 1) The "viewport" always shows an area of 10 x 10 tiles. As the player moves the camera follows him and he appears to be moving around the map. However, the viewport is always 10 x x10. Is there a way to change this, for example, to where the viewport always showed an area of 20x20 tiles? 2) When I use "NO_S
  18. I'm creating a tile-based game where the game is set to always have ten tiles vertically and scale every tile to fit as such. At certain window sizes, however, there are gaps every few tiles running vertically. Strangely enough these lines only run vertically and not horizontally. I'm assuming this is because of the non-round scaling (a typical number is something like 2.496875). Any ideas how to fix this?
  19. Hi, I'm currently in the middle of setting up the base of my game with the use of Phaser game engine but I'm having issue with the sprite colliding with the world bounds. I've used Tiling to create the backdrop and the ground etc. But I need help understanding how to define what the sprite should be colliding with. How do I collide with the ground, which is part of the whole tile. Please see the attached 2 images, the sprite falls through the game as expected. this.world.setBounds(0,0, 400,300); console.log("in Game screen"); //sp
  20. My new Phaser game Karate Burger | Salt Chef. Tap around character to control him. http://www.munchiegames.com/hamburger_games/karate_burger same Phaser game in webview, generated in Android Studio with Firebase addons https://play.google.com/store/apps/details?id=com.munchiegames.karate_burger
  21. Hey. So I'm trying to fade an array of tiles in and out by tweening their alpha's: var tween = game.add.tween(tiles).to(properties, duration, easing, autoStart, delay, repeat, yoyo); tiles.layer.dirty = true; But this doesn't work. I think because layer.dirty is being set to false right after I set it to true. I've tried using map.createFromObjects (http://phaser.io/docs/2.4.4/Phaser.Tilemap.html#createFromObjects) and map.createFromTiles in an attempt to temporarily turn tiles into sprites as I guessed that maybe tweens only work with sprites but I
  22. I made a new "mini tile" game using Phaser http://www.munchiegames.com/play/koala-rumble
  23. I'm a newbie with Phaser tile maps. I've created a simple Mario-esque platform game where the player can jump around and land on platforms. This all works fine, but now I'm trying to add some "walls" to the level which the player should not be able to pass through horizontally, and can't figure out how to get this behavior working (see attached illustration for better explanation) Here's the code I'm using to read the tilemap data and set up collision: pf.map = pf.game.add.tilemap('level2'); //the first parameter is the tileset name as specified in Tiled, the second is the key t
  24. Heya, I'm trying to implement a scene similar to Party Hard house where the wall tiles height is twice their width. When you walk from the bottom you stand in front of the wall, but when you walk from the top you go behind it. It's like walls in isometric games, but from a straight perspective. Is there any way to implement this using Tilemaps? It seems I'd need to create each wall as a separate object and just define collision to half the height, anchored to the bottom. I am also using TILED Map editor and don't think I can really do it inside it either (so I'd have to "fake"
  25. First of all, sorry for my english. I just started with Pixi and was studying tilemaps, but I'm having gaps between the tiles whenever I scale by the factor of 0.01. Yes, i'm using PIXI.SCALE_MODES.DEFAULT = PIXI.SCALE_MODES.NEAREST; Here's what I I've got: PIXI.SCALE_MODES.DEFAULT = PIXI.SCALE_MODES.NEAREST; PIXI.loader .add('tileset', 'img/tileset.json') .load(setupMap); function setupMap() { var mapData = []; // Omitting bidimensional array with tiles for the sake of the example var map = new Container; var tilemap = new PIXI.tilemap.CompositeRectTileLayer(0, [], tr
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