xerver Posted September 24, 2014 Share Posted September 24, 2014 @Niklas What you are describing is possible right now, if I understand you correctly. I'm currently porting my lttp clone over to Phaser when I release it hopefully that will help you out. nkholski 1 Link to comment Share on other sites More sharing options...
gblekk Posted September 25, 2014 Share Posted September 25, 2014 Sprite.animations.playReverse('sit_down') = you'd stand up! Don't know if this already exists but I can't find any reference to it, much faster than readding the same animations with the frame numbers decending. Also a more elegant way to chain animations/events, with a series of timers and .onCompletes. Link to comment Share on other sites More sharing options...
rich Posted September 26, 2014 Author Share Posted September 26, 2014 Yeah we've been discussing a proper timeline system, that would allow you to chain together tweens, animations and other kinds of events. The current animation system is too simple, we know that, definitely open to suggestions on ways to build a solid timeline implementation. Link to comment Share on other sites More sharing options...
ranska Posted September 28, 2014 Share Posted September 28, 2014 I hear the "objects as parameters" request quite often. The issue I have with it is that I don't see any real difference between having to remember magic object properties as to having to remember parameters. You need to know what they are either way, and if you don't know (or don't have them in code in front of you), you need to check the docs regardless. There are definitely cases where there are too many parameters though. And ES6 is getting closer and closer, so many features are already usable today in stable Chrome, by early 2015 there will be many many more! Hello i can understand your need of good arguments. I will try to give you some..The first who came to my mind is: Refactoring.Because we usually change many thing in the dev process it is cool to do things like 1 init_game: -> 2 do_some_stuffs 3 width: 800 4 height: 600 5 renderer: Phaser.AUTO 6 domID: 'canvas' 7 #antialias: true # comment or delete the line (awosome in vim workflow) 8 something: 'more' 9 10 11 # when there is to many params 12 # you can use an object 13 14 basic_params = 15 width: 800 16 height: 600 17 # 18 # 19 # 20 n_plus: 'n+ val' 21 22 set_obj obj_1, basic_params 23 # and then reuse 24 set_obj obj_2, basic_params 25 26 # and because in game and many softs you share behavours 27 28 hero_params = 29 speed: 50 30 wpn: 'fire' 31 32 bad_params = 33 jump_fast: true 34 35 # set one or more 36 # 37 hero = set_game_element hero_params 38 39 #redifine on the fly 40 # 41 ice_tortle = set_game_element bad_params.push wpn: 'ice' 42 43 # or combine 44 # 45 bad_guy = set_game_element mix_params(hero_params, bad_params) 46Params give you lot of flexibility and in my humble opinionhelp you to write more robust code. Sorry if a have bad english.Anyway i try this framework since few day and i love it !Code example is in coffeescript. Link to comment Share on other sites More sharing options...
ranska Posted September 28, 2014 Share Posted September 28, 2014 What about multi camera.Than we can split screen for multiplayer game mono screen.or use 2nd camera for mini-map. (currently i use layer for thatdon't know if it's a good practice).I read than multi camera was removed on 2.0.6 for some bitmap reason ?is it true ? Link to comment Share on other sites More sharing options...
nak3ddogs Posted October 2, 2014 Share Posted October 2, 2014 Hi!Tile map animation. Easier way to set tiles to one way jump. Settilecollisionbetween(index, index, face top (optional), right, bottom, left)A get function for instances of a tile. And a option to update tile map graph. I couldnt found. When i set a tile's alpha when the game run it wont apply, only work when the player overlap this tile. Sry for bad english. (I animate tiled map with timed event + replace, it work well for me yet) Link to comment Share on other sites More sharing options...
Sigur Posted October 5, 2014 Share Posted October 5, 2014 Native UI components please :-) Link to comment Share on other sites More sharing options...
marcotronic Posted October 6, 2014 Share Posted October 6, 2014 I would really appreciate SVG support and other stuff that makes resolution independence easier (automatic detection of screensizes and choosing hd/retina graphics when available (with special suffixes in assets filenames) thanksMarco dr.au and yahiko 2 Link to comment Share on other sites More sharing options...
Dries Posted October 21, 2014 Share Posted October 21, 2014 Add a panning option to sound. So sound can be adapted to the position of elements. Link to comment Share on other sites More sharing options...
CtlAltDel Posted October 21, 2014 Share Posted October 21, 2014 @Dries: you can already add a panner node to the current sounds, I use that in my game for positional audio. I agree however that it would be neater in the core with the option to attach a sound to a sprite and make it move with that inc velocity for doppler effect etc. Link to comment Share on other sites More sharing options...
CtlAltDel Posted October 25, 2014 Share Posted October 25, 2014 To illustrate my above comment on positional audio I made a small PR for the current Phaser: https://github.com/photonstorm/phaser/pull/1249 Link to comment Share on other sites More sharing options...
Arcanorum Posted October 25, 2014 Share Posted October 25, 2014 Double-press/click/tap detection.I was surprised this isn't in already. Link to comment Share on other sites More sharing options...
nak3ddogs Posted October 28, 2014 Share Posted October 28, 2014 When u Use tween on body, calculate the velocity from repositioning. It would be cool. Link to comment Share on other sites More sharing options...
Dries Posted October 28, 2014 Share Posted October 28, 2014 @CtlAltDel : Tx for the info I'm also talking about the option to change the volume of left and right speaker. Not only the general volume based on distance. Link to comment Share on other sites More sharing options...
nkholski Posted October 28, 2014 Share Posted October 28, 2014 Zoom and rotation possibilities added to Stage class, maybe also offset. (Examples of uses: Zoom in on player when entering a small cave instead of displaying thick walls or black space. Rotate the world back and forth and zoom in and out a bit to simulate that the player is drunk :-). Randomized offset for shake effect without touching bounds or camera.) A floating-property (or some smarter name) that could be set to true for stuff that shouldn't be affected by zoom or rotation such as HUD. I guess this might be difficult but as someone pointed out, it is a wish-list :-). Link to comment Share on other sites More sharing options...
tolemorou Posted October 29, 2014 Share Posted October 29, 2014 If you run in the smartphone , margin is a concern .I want to effective use of the margin .I want to put the joystick and buttons on the outside of the canvas. Link to comment Share on other sites More sharing options...
lidev Posted October 30, 2014 Share Posted October 30, 2014 It would be good that Phaser supports 'Spine' Animations enriqueto and BattyMilk 2 Link to comment Share on other sites More sharing options...
oler Posted October 30, 2014 Share Posted October 30, 2014 can someone help with the last question here with UI jquery dom over canvas question? here is the link :http://www.html5gamedevs.com/topic/802-gui-methodologies/ thanks for your help. Link to comment Share on other sites More sharing options...
yotamN Posted November 1, 2014 Share Posted November 1, 2014 I hear the "objects as parameters" request quite often. The issue I have with it is that I don't see any real difference between having to remember magic object properties as to having to remember parameters. You need to know what they are either way, and if you don't know (or don't have them in code in front of you), you need to check the docs regardless. There are definitely cases where there are too many parameters though. And ES6 is getting closer and closer, so many features are already usable today in stable Chrome, by early 2015 there will be many many more! Yes but if you use object you only have to remember the names, not the order and that make sense than just write some random parameters is hard Link to comment Share on other sites More sharing options...
Ningenbitto Posted November 6, 2014 Share Posted November 6, 2014 I want to have a easy integration to create the user interface, to better manage state. Link to comment Share on other sites More sharing options...
granquesote Posted November 7, 2014 Share Posted November 7, 2014 It would be nice to be able to stack the states. So a popup will be another state with is own update in front of a previous state. Link to comment Share on other sites More sharing options...
Cedric Posted November 11, 2014 Share Posted November 11, 2014 A better/ more advanced way to manage collisian boxes would be awesome Link to comment Share on other sites More sharing options...
valueerror Posted November 11, 2014 Share Posted November 11, 2014 please support importing polygons from the free physics body editor http://www.aurelienribon.com/blog/projects/physics-body-editor/ Link to comment Share on other sites More sharing options...
Sam Posted November 12, 2014 Share Posted November 12, 2014 @2x support :: Don't know if it was mentioned beforehttp://www.goodboydigital.com/pixi-js-v2-fastest-2d-webgl-renderer/PIXI does have some kind of @2x loader for retina display.so maybe an option for the phaser preload- that if the resolution is high enough (or even pixelratio),to use a @2x graphics option. at the moment I use something written by myself, that works fine for iOS and CocoonJS.But if Phaser implements something of a high-res detection that would be great TheBikingViking 1 Link to comment Share on other sites More sharing options...
frokenstein Posted November 16, 2014 Share Posted November 16, 2014 The ability of the camera to zoom in or zoom out based on game situation. In my case, I'd like the camera to zoom in on a midpoint between the player and the enemy. If the player and enemy sprite are close it would zoom in, and it would zoom out if they are far so they are both in the window at all times. Link to comment Share on other sites More sharing options...
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