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Woff

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Everything posted by Woff

  1. Thank you, George, thank you stupot! Well, I've got new ocupation for my evenings and weekend I will try!
  2. Oh, sorry, I found these http://www.leshylabs.com/apps/sstool/ it's very useful I Just wonder how can I use "game.physics.startSystem(Phaser.Physics.P2JS)" with other game objects and activity, such as platform, or player moving & star collecting
  3. george, do you know some good physics editor/converter for linux? to create model like bunny from example, you'd post yesterday?
  4. Yeah, you are right, it's arcade physics.... "... Look at the following P2 example ... " thank you! I'll show result when I'll handle it
  5. Hello gentlemen, last week between work and household chores I was working on my game. With your help and with google I've solved many tasks, but now it's already Sunday, but I've got some unresolved tasks, here they are: 1. My actual game world size is 1920 * 800, but if I try to make it (for example 3000 * 1200), he is still 1920.. Here is something about my game's width and height: var game = new Phaser.Game(1200, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); game.world.setBounds(0, 0, 1920, 1200); I'd like my game world woud be wider 2. When I add some sprite, and sett it's size, everything looks good, but if sprite is not rectangular, how can I remove the empty spaces and set form to it (screenshot bellow) ? A short description of the picture: the user is on the bus, but it looks as if he is floating in the air Hope I described all clear
  6. Thank you, accessible and understandable answers
  7. Really it looks simple and awesome. I'll try to understand. Next step is every time when interacting with the enemy, it can be applied to certain injuries and take away life on the basis of how you have shown above thank you.
  8. Hello gentlemen, let's whisk dust off our tired inquiring minds by the end of the week, and reflect on implementation of the "life line" of our characters. We are talking about the possibility of killing the player / enemy no with just one feed, but with several accurate hits. I think it would be great possibility to realize more interesting scenario. How do you make such things, and if you have examples, show it please. I found something similiar, so I will attach it bellow
  9. Hi! Thank you, it's new expierence for me, so I will try it.
  10. Thank you for such a warm welcome and helpful advice. Such moments are certainly encouraging. Today was a tough day and I'm glad that it ended this positive win! Now I just have to go to sleep and tomorrow with a fresh mind to continue to develop. Thank you and have a good day ( or night )))
  11. Perfect! Now I'm sorry that I did not use the search or was insufficiently attentive to find a solution suggested by you earlier. Thank you.
  12. Hello! Does anybody faced such problem, when you create map for phaser (or anyother game/framework) with Tiled Map Editor, and in the editor's screen everything looks perfect, but when you load it's generated .json & .png, it looks awfully? Bellow attach 2 screenshots: "expectation and reality"
  13. Thank you! It works For default cursor i put "display:none" and everything is awesome! Thank you
  14. After some search, i didn't found an answer if it is possible to realize conditions, when cursor (input?) has a sprite? I began to test this posibility founded on this example. I want that to the mouse cursor was attached image/sprite.. Is it possible?
  15. Thank you for you reply, i will attach screenshot, hope it will be more informative. When key "left" is down, the bullets fly in left direction, but character runing in this direction too(!). (x = -400 so bullets fly there what it's need) But when key left not isDown, by default bullets fly in right direction (x = 400) (is positive) I think it would be great that character looked in that direction, what direction key was pressed last In example with Mario we can see his position and potential direction of moving: By default his direction "right", but if we pass "left" button (even once), his head rotated in the opposite direction and remains there
  16. Please tell me how to get the player to memorize the position (left / right)? Let me explain what I mean: Let's say I want to shoot a potential enemy, I have a number of conditions for to make a shot: if (cursors.left.isDown) { bullet.body.velocity.x = -400; } else if (cursors.right.isDown) { bullet.body.velocity.x = 400; } else { bullet.body.velocity.x = 400; } Now if i turn left/right, my character begin to run in this direction Based on the above, it turns out that the bullet flies only in the direction in which I pressed the button (left or right). I would like that when you press the "left", my character has remained in this position until I press the "right" (or any other). Thank you, any ideas?
  17. Probably I have not looked at all the examples. But now it becomes clear. Thank you
  18. Sure) But how can i stylize with css? I'm interested in technical implementation. At this moment i found only text styles, such as color of text, it's size and font. Do you have some simple example of it's realization? Also I'd like to know how to realize "lives"-functional here. Smth like my character could be killed and his lives decrease by 1
  19. Good Morning! Share please your expierence, how do you make "Score panel" look nice and beautiful? I've got some example
  20. So, I decided to study phaser, and the best way to learn anything - certainly practice. As a starting point I took the finished tutorial (How to create phaser platformer) and began modifying it to fit my needs. Now he is a little different from the above tutorial, but I have great plans and ambitions for this project. To be precise, i'm in process of adding a number of enemies and levels, well in my spare time I think over new levels and locations. So, if this tearful text seemed not boring you, you can watch a short promotional video of the game: https://www.youtube.com/watch?v=xz19vRmEpPU
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