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aylictal

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  1. Oh Sorry @Rich I never responded back but my comment was about a strokeRect call I did in my own code that I forgot to clear and the tab was consuming more and more memory over time as my game ran. This is what I meant.
  2. thank you for this post (i'm late as ever) but i ran into this issue with a strokeRect call and it for sure will happen the same way as a fillRect call where if you redraw without clearing it, it will tear your performance to shreds over time
  3. Sorry to bump and old thread, this idea is working great for me but I have one problem. Pretend that instead of a set text call like in the example it was a fillRect instead. This still works fine until a user does something like resizes the window, then the fillrect starts painting all over the main scene. How can you trigger a repaint of the main scene in case of a resize?
  4. bump, still unable to see or find anything like this in phaser 3.
  5. This is how i actually conducted my tests. Two users simultaneously pressing left arrow on two completely different machines for the same amount of time, should have their characters arrive at the exact same map coordinates regardless if 1 is getting 30fps and the other is getting 60. If they dont, you messed up. It also is the way in how you can compensate for lag if you're trying to sync a multiplayer game. It's a lot of craziness involved to simulate a synced looking illusion with a multiplayer game when users have different frame rates and different connections combined.
  6. great! i've wrestled with a lot of these types of issues, even outside of phaser, can be a pain.
  7. Another idea (may work may not): In var config, add following property: pixelArt: true,
  8. Depends by what you mean expensive. Destroy allows garbage collection to occur for it, so that it requires less in memory. Memory has always been my main constraint with my personal projects because my scenes are always so big, but to each their own.
  9. Yeah to make a manual debug visualizer, you have to opt to using this.add.graphics() because the phaser 2 version hasn't been implemented yet afaik.
  10. is the explosion necessary to exist post explosion? if so consider using instead: explosion.on('animationcomplete', ()=> explosion.destroy());
  11. Something you can try (although I'm not sure if it will work) inside your style tag include: canvas { image-rendering: pixelated; }
  12. I'd be interested in hearing more responses to this thread on an efficient way to do this. Another really good article addressing this is this: http://buildnewgames.com/real-time-multiplayer/
  13. click events you know where the destination is, therefore you can easily send the destination of where you're moving to the server, then the server just broadcasts to everyone else as a dumb middleman, and all the clients then render that character moving to that spot. movement with keys however, you don't really know where the person is traveling to. thats what makes it really hard.
  14. @bryantmakesprog on terminal: npm install --global tile-extruder tile-extruder --help returns me this on my windows machine in a bash shell:
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