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Found 7 results

  1. Example: https://jsbin.com/cakorijiqi/1/edit?js,output Physics.ARCADE collision trouble. Sprite fall through the another sprite if hight velocity. If you change the value from 500 to 100 in the velocity, then the problem does not occur. this.boxGroup.setAll('body.velocity.y', 500); What is the cause of the problem? And I have noticed. If the swap these lines (#2, #3), the box to fall through the floor. function update() {//#1 game.physics.arcade.collide(this.boxGroup); //#2 game.physics.arcade.collide(this.floor, this.boxGroup);//#3 }//#4 Sorry for my English. Thanks.
  2. Greetings! I had an idea for the organization to move the camera when the cursor to a specific side of the screen, for example - have brought the cursor to the top of the screen, the camera moves up. Brought down - the camera moves down. But I do not know how to organize it. There is another problem with importing models from 3ds Max 2015 models do not rotate absolutely nothing, no one axis. Tried already and simple rotation, and rotation directly in 3ds Max. Even tried to change the angle of the file .babylon. Nothing changes. Blender model of spin, but their appearance does not suit me, the model curve. Also wanted to ask. Is it possible for someone to ask for help (direct support), can somebody help me a little bit in the course of writing my project?
  3. Hí there, im trying to create a game where i shoot ink to walls to paint them. But while i tested i saw that game ram usage increases every time i draw in a bitmapdata. The bitmapdata size is 300x300, when i shoot to it i draw a 64x64 (random color circle) temporal bitmapdata on it. I think the bitmapdata is holding data from all drawing i made... but i dont know why. This is the code where i draw: var color = 'rgb(' + (Math.floor(Math.random() * 256)) + ',' + (Math.floor(Math.random() * 256)) + ',' + (Math.floor(Math.random() * 256)) + ')'; ink = game.make.bitmapData(64, 64); ink.circle(32, 32, 32, color); wall.draw(ink, ink.x-(wall.x-wall.width/2),ink.y-(wall.y-wall.height/2), ink.width,inkp.height); i only have ink and wall, but if i shoot the walllot of times (Sooo many times bacause i networked it to play with my friends) it start taking like 2000mb ram :/. if i just delete those lines the game is fine, i dont know why wall bitmapdata is acumulating data from all draws i do.... Thanks.
  4. I am having issues making webstorm to work with phaser.io. I have made an empty project, created an html5 (index.html) file. I added the phaser.js and app.ts (basically app.js) to the index.html. I also added the ts files for phaser to work in typescript (phaser.d.ts, pixi.d.ts, and so on). When I try to edit app.ts, it says it cannot find phaser.js but it finds phaser.d.ts fine. When i load it anyways, it cannot find package.json. I know my typescript is working properly because it generates an js file where the ts file is located. How do i make phaser to work with webstorm? I have looked on the part for webstorm section and it only has a little blerp about webstorm is a good choice for phaser. I want to get into phaser.io game development but I cannot because I have no idea how to make it work. I looked online for videos and their was one but he didn't really show how to add phaser to webstorm properly. Any help on this would be helpful. -Shmelly
  5. Hello guys i'm trying to create some kinda space representation, but when i create the skybox it have some trouble with the cameras or something because when i'm way too far from the start point something like the image happens. This is a school project so it will be great to have a quick answer, The full code looks like this http://pastebin.com/WvELJmw5
  6. Hello, I've recently tried to install this plugin and it isn't working. I downloaded the phaser-tiled.js file, placed it in the same folder as phaser.min.js, wrote some code, and all i got was a blank canvas. Any advice? Here's my code. <!doctype html> <html lang="en"> <head> <meta charset="UTF-8" /> <title>Practice</title> <script src="js/phaser.min.js"></script> <script src="js/phaser-tiled.js"></script> <style type="text/css"> body { margin: 0; } </style></head><body><script type="text/javascript">var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });function preload() { game.add.plugin(Phaser.Plugin.Tiled); game.load.pack('my-tiledmap', 'assets/tiles.json'); }function create() { var map = game.add.tiledmap('my-tiledmap'); }
  7. Dear users! I have a problem: What to do? Here is the template code:var createScene = function () { var scene = new BABYLON.Scene(engine); // setup environment var light0 = new BABYLON.PointLight("Omni", new BABYLON.Vector3(0, 10, 20), scene);var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 0, new BABYLON.Vector3(10, 10, 0), scene); camera.setPosition(new BABYLON.Vector3(-10, -10, -30)); camera.attachControl(canvas, true); // Impact impostor var impact = BABYLON.Mesh.CreatePlane("impact", 1, scene); impact.material = new BABYLON.StandardMaterial("impactMat", scene); impact.material.diffuseTexture = new BABYLON.Texture("textures/impact.png", scene); impact.material.diffuseTexture.hasAlpha = true; impact.position = new BABYLON.Vector3(0, 0, -0.1); //Wall var wall = BABYLON.Mesh.CreatePlane("wall", 20.0, scene); wall.material = new BABYLON.StandardMaterial("wallMat", scene); wall.material.emissiveColor = new BABYLON.Color3(0.5, 1, 0.5); //When pointer down event is raised scene.onPointerDown = function (evt, pickResult) { // if the click hits the ground object, we change the impact position if (pickResult.hit) {BABYLON.Animation.CreateAndStartAnimation("anim", impact, "position", 30, 30,impact.position, impact.position.add(new BABYLON.Vector3(pickResult.pickedPoint.x, pickResult.pickedPoint.y, 0)),0); //impact.position.x = pickResult.pickedPoint.x; //impact.position.y = pickResult.pickedPoint.y; } }; return scene;}
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