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rsadwick

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rsadwick last won the day on April 24 2015

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    http://ryan.sadwick.com
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    rsadwick

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    Florida
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    Game and web dev. I use a variety of different languages ranging from c#, python, javascript, as3.

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  1. We recently launched Spin2Win at HSN's Arcade which is a slot machine game. I ported over our game to Phaser so we no longer need to keep two code bases for this game. The previous versions were developed with javascript using DOM elements and GreenSock for tweening. This new version uses Phaser and can be played within all of HSN's platforms: desktop, mobile, and our native apps. Spin2Win consumes a selected product catalog to show gamers products which they can favorite and shop those products. In addition, there are prizes that can be used on the site - for example a $50 gift card. This is all powered by our gaming service. We control the products, chances to win, and prizes on the backend. The game is integrated with our authentication service so you need an account and nickname to play - that way we can email/validate the prizes that you've won. It was a blast to work with Phaser on this project. Cheers! http://www.hsn.com/arcade/spin2win/47
  2. At the same time - don't use waiting for Phaser 3 as an excuse not to develop games in the meantime!
  3. I only used it for updating the duration of the tween - I haven't worked on trying to override the x/y/tint properties yet but when I replace "duration" with x or y, it doesn't seem to work even though the properties are returned from updateTweenData. But the code below works fine with duration if (this.tween.isRunning) { this.tween.updateTweenData("duration", someVariable, 1);}When a player gets a powerup, I slow down the tweening of a boss attack.
  4. Incredible job on the artwork and seemed to run fast. You should allow players to use A or Z to start the game and retry instead of clicking the button
  5. Looks great and plays (from what I remember) like the original. Keep going at it, this project is awesome!
  6. Here is a small example of how Signals work: //define the signal:game.events.onPlayerDamage = new Phaser.Signal();//The listener:game.events.onPlayerDamage.add(SomeFunctionToCallWhenEventDispatches, this);//Dispatch:game.events.onPlayerDamage.dispatch();I try to keep my Update function as small as possible to use Signals where needed.
  7. This needs more attention - great job! I recommend posting it in the game showcase forum. The pace of the game is on point and it really comes together with the swipe directions. the first few seconds are relaxing... then a sense of urgency comes over me and now I can't remember which way to swipe. I really like the graphics and music, great mix of sound effects. The only problem I ran into a few times was sometimes for example a Super Human is on top of a ground robot, making it super difficult. Even with that, I enjoyed the difficulty of the game. Hats off to you, keep it up!
  8. Remember that your game will check that every update. You should look into Signals, Phaser's events. You can listen for an event, for example "OnPlayerDamage". Within some condition, you can dispatch the event. Once the event happens, the listener will pick it up and then you can do something, like subtract lives from the player.
  9. If you have a base class which your level objects inherit from - you could call a method on the base class to slow the objects down. If you didn't build your game objects like that - you could add a method that slows down the object but you'd need to implement it everywhere. I've done something similar in a way. I have a base powerup class. Every powerup inherits from that. So when I need to add, remove, check how many are available, pick one at random, or even use generic Phaser.Signals (events) I just call that method on the base class. The class that extends powerup - for example: Bomb does the specific heavy lifting - like when it will detonate, adds particles, and other Bomb specific stuff.
  10. var timer = game.time.events.add(Phaser.Timer.SECOND * 4, fadePicture, this);//at some point you want to remove itgame.time.events.remove(timer);
  11. I took a look at the documentation you referenced. It's from Phaser 2.2.2 however when I loaded it, the Spine piece of Pixi wasn't included in the build, even though the spine runtime is in the repo. That piece of documentation may have been auto generated. The best way to get it working is to write a Phaser plugin that uses the Spine.js runtime and follow what the Pixi spine plugin is doing with it.
  12. If you want to restrict your player movement - consider restricting their controls. For example on the keyboard. game.input.keyboard.disabled = true;You can do the same for mouse and touch. Take a look at Input: http://phaser.io/docs/2.2.2/Phaser.Input.html An immovable Body will not receive any impacts from other bodies. This can be useful if a player has a powerup or part of the level is not destructible. I wouldn't use it to stop your player from moving.
  13. feudalwars, here are some ideas if you want to try something server side. You could have a simple web service setup that returns your json data into the game. Something like mygame.com/maps/{{ id }} where id is the identifier of the map. This would return the json object from your backend into your game. So the backend could do something like: Let's say you table is setup like this - keep in mind this is pseudo code: map_id : primary key map_name: name of the map for display json_output: json object of map select json_output from map_table where map_id = 4365In your game, you could load the map like this: $.ajax( '/maps/4365', { type: 'get', dataType: 'json', success: function(data, status, xhr) { if (data) loadMapData(data) }, error: function(xhr, status, error) { //oh snap - handle this error } });Then your players could share the url in game easily instead of trying to exchange json files. It would require some work though but if sharing maps is a big feature in your game it would be worth trying out.
  14. Yes, you can draw sprites, scale, and use phaser's input to handle key touches: this.space_key = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);this.space_key.onDown.add(myJumpFunction, this);Also, you came into Phaser just in time - you can create your own custom build of Phaser to include only the modules you want. If you only need Phaser for the features you mentioned - take a look at customizing your own build here: https://phaser.io/tutorials/creating-custom-phaser-builds
  15. @grumpygamer - I wouldn't save anything that has to do with score, number of lives, player stats, and stuff like that because cookies can easily be manipulated by someone else. The flip side of that is a player would have to have the "need" the cheat. You could store things like the player's nickname / id, boolean stuff like isDaytime = true, or an array of powerups the player has already used. The size limitation of a single cookie is far smaller than local storage - around 4kb. You can get around this by using multiple cookies or a super cookie but you wouldn't want to manage that for a game - local storage is a better option and the API is easy to use. Personally, I'd only use cookies for webdev and only if I really needed one What I recommend is experiment with your game. You may not be worried about cheaters so you could try out cookies. You may want to stuff a level object into local storage - try it out and see how it works in your game. If you plan on having a monetary value in your game, for example: win $100 if you are number 1 on our leaderboard. That will invite the cheaters! A feature like that is where using cookies and local storage is not a good idea. Hope that helps, cheers.
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