
michaelcalkins
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About michaelcalkins
- Birthday 05/19/1991
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https://rangersteve.io
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michaeljcalkins
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Male
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Seattle, WA
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michaelcalkins reacted to a post in a topic: Node.js Multiplayer Simple Game
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michaelcalkins reacted to a post in a topic: Simple FPS demo on Babylon.js?
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samme reacted to a post in a topic: How can I write custom collisions for rectangles against polygons?
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hexus reacted to a post in a topic: How can I write custom collisions for rectangles against polygons?
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michaelcalkins reacted to a post in a topic: How can I write custom collisions for rectangles against polygons?
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michaelcalkins reacted to a post in a topic: Game list of phaser games
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We want to make our maps using polygons but in an arcade physics game using custom collisions somehow. Everything in our game is a basic rectangle except for the maps and we are trying to get optimal performance by only detecting collisions between rectangles and polygons. We tried: Box2D but this would require a game rewrite for a small segment of desired functionality and less performance arcade-slopes-plugin but we are wanting to make maps faster and scaling tilemaps is buggy I'm currently studying the arcade-slopes-plugin to figure out what we need to do. Anyone know where to start writing a custom collision between an arcade rectangle and a polygon? Even a similar plugin or code example would helpful I'm perfectly willing to write a plugin for this, just not sure where to start.
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michaelcalkins reacted to a post in a topic: Can I and should I reuse Tweens?
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michaelcalkins reacted to a post in a topic: Can I and should I reuse Tweens?
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labrat.mobi reacted to a post in a topic: [Phaser] RangerSteve.io - Ranger Steve: Buffalo Invasion
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@Nicolai I'll do my best to explain clearly, I'm new to this MMO game dev. Networking Player pushes button and the game reflects their player's position immediately Every frame we send the player's current position to the server (60 times per second) Our server validates that data and then updates that player internally Our server has a loop that sends an update of all players 20 times per seconds When you receive the game loop event your local game now knows about new and disconnected players, creating and destroying sprites (ideally would be reusable sprites) It then updates all player positions by tweening them to their new x,y Loading levels and changing levels We use Phaser's game state manager You load the game and start in "Boot" which loads basic game stuff that will never change depending on map or game mode (sounds, guns, etc.) You move on to the "Preloader" state which loads the map You move to the "Deathmatch" or "TeamDeathmatch" state which loads the gamemode and logic for the rules of play Fair warning we are changing our methodology all the time and are open to suggestions.
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michaelcalkins reacted to a post in a topic: [Phaser] RangerSteve.io - Ranger Steve: Buffalo Invasion
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X1P.com reacted to a post in a topic: [Phaser] RangerSteve.io - Ranger Steve: Buffalo Invasion
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endel reacted to a post in a topic: [Phaser] RangerSteve.io - Ranger Steve: Buffalo Invasion
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InvisionUser reacted to a post in a topic: [Phaser] RangerSteve.io - Ranger Steve: Buffalo Invasion
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I've had a few people mention this now. We'll definitely take it into consideration, thanks for the heads up!
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What do you mean the respawn ruined the game? Do you have any preferred methods for choosing weapons?
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michaelcalkins reacted to a post in a topic: How do you get aspect ratio scaling without horizontal or vertical bars?
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michaelcalkins reacted to a post in a topic: How can I "link" scenes in Phaser with game states?
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michaelcalkins reacted to a post in a topic: position of collision?
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lewster32 reacted to a post in a topic: Black box (no green) in place of sprite
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I'm trying to program the scale and resize behavior you find in http://diep.io. Currently I'm doing the following which adds horizontal or vertical bars. this.scale.scaleMode = Phaser.ScaleManager.USER_SCALE var scale = Math.min(window.innerWidth / this.game.width, window.innerHeight / this.game.height) this.scale.setUserScale(scale, scale) window.onresize = () => { var scale = Math.min(window.innerWidth / this.game.width, window.innerHeight / this.game.height) this.scale.setUserScale(scale, scale) } Which looks like:
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Black box (no green) in place of sprite
michaelcalkins replied to michaelcalkins's topic in Phaser 2
They were not before but I just learned how to use atlas JSON in phaser and it worked! -
Black box (no green) in place of sprite
michaelcalkins replied to michaelcalkins's topic in Phaser 2
I can't believe I wasn't using that before. It's fixed now -
Black box (no green) in place of sprite
michaelcalkins replied to michaelcalkins's topic in Phaser 2
I just saw that in when I found where the console was in Firefox. At least I know what the error is now. hahah not stupid extremely valid and I did many times just in case. The image in question is 10,800x329. I can reduce this in size because I think I scale down atm. -
Black box (no green) in place of sprite
michaelcalkins replied to michaelcalkins's topic in Phaser 2
Hmmm still getting this in Firefox only... @rich Possible phaser bug? -
I develop locally and push to the server. There are some race conditions happening that I haven't nailed down yet. Likely a sprite didn't load in time when I "started" the game.
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Tobiasz reacted to a post in a topic: Attack On Humans
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This game rocks man! One thing is that your NPC's don't lead their shots so I simply go all the way left and all the way right they never hit me because they only shoot at where I was.