
jurbank
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About the Project I'm working to recreate on of my personal favorite games that closed it's doors a few months back - Void Hunters. The game won't be a 100% clone (I don't want to COPY!) but very similar. Wiki: http://funorb.wikia.com/wiki/Void_Hunters The general concept: The player starts out in a multi-player debris field with a very basic ship chassis. In the debris field, there are a many items to help the player build up their ship (think legos) into an epic machine of mass-destruction! See Void Hunters in action - Video: https://www.youtube.com/watch?v=mAq_FP-h-cI It's also quite similar to Captian Forever - https://www.google.com/search?q=captian+forever&oq=captian+forever&aqs=chrome..69i57j69i60j69i59l2.4242j0j4&sourceid=chrome&ie=UTF-8 Money Money Money! We're not in this for free!! Not only do I want to make an awesome game, but I'd also really like to see this turn into a profit generating machine. If the game ends up being loved, there are countless ways to monetize. Just some initial thoughts Pay for skins Pay for unique weapons (not necessarly better, just different) Pay for different scenarios Monthly access for additional features such as ability to save your ship About Me I work full-time as a webdesigner / front-end developer. I'm quite comfortable with JavaScript, but find this is quickly getting over my head. I'd love to have someone with experience building games join me in this venture. Aside from being a web designer, I also have experience in music production, so I'm hoping to develop some awesome sounds and music for the project as well. Who I'm Looking For - Someone who can rebuild basically the above mentioned game(s). - Is able to implement the networking side of the project for multiplayer functionality - Someone comfortable with databases Current Tech Stack - VueJS for UI - Phaser3 with MatterJS for Physics - Possibly Firebase for storing data and handling authentication
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Did you ever figure this out? I'm getting the same error trying to call to extend Phaser.Physics.Matter.Sprite
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I found that you can add a class type: https://photonstorm.github.io/phaser3-docs/Phaser.GameObjects.Group.html this.bullets = this.scene.add.group({ key: 'bullet', frame: 0, repeat: 5, maxSize: 10, classType: Phaser.Physics.Matter.Image(this.world, 0, 0, null, null, {}), setXY: { x: 32, y: 100, stepX: 40 } }); Still not working though
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How do I enable MatterJS based physics in my group bodies? I have the following: this.bullets = this.scene.add.group({ key: 'bullet', frame: 0, repeat: 5, maxSize: 10, setXY: { x: 32, y: 100, stepX: 40 } }); And I'm noticing the body value (at the bottom) is 'null' Based on this tutorial - https://phaser.io/tutorials/making-your-first-phaser-3-game/part8 It uses 'this.physics.add...' but unfortunately, 'this.physics' isn't available. Perhaps because I'm not using Arcade Physics? I also tried 'this.bullets.enableBody = true;' which doesn't seem to do anything. Thoughts?
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Thanks iKest! I tried running preUpdate() in the game scene, while passing in this.gun.preUpdate() which clears the graphics (this.graphics.clear()) Not only did it not work, it also significantly dropped the frame rate.
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I'm attempting to clear the path within the update function, you can see below: But for some reason, the path won't clear class Gun extends Phaser.Physics.Matter.Image { constructor(config, scene) { super(config.world, config.x, config.y, null, null, config.options); this.scene = scene; this.ship = this.scene.player this.graphics = this.scene.add.graphics(); this.path = new Phaser.Curves.Path(0, 0); } update() { this.graphics.clear() this.graphics.lineStyle(1, 0xcccccc, 1); this.path.lineTo(this.ship.x, this.ship.y); this.path.lineTo(this.scene.input.mousePointer.x, this.scene.input.mousePointer.y); this.path.draw(this.graphics) } } export default Gun; Here's the live demo - https://codepen.io/jurbank/project/live/AmPBBN/ And the project - https://codepen.io/jurbank/project/editor/AmPBBN Any thoughts? Thanks!
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Does anyone know how to disable wireframe mode and change body colors while using MatterJS for physics? I can see the following properties in the body's render object, but the color is not updating. It looks like wireframes are set to true by default (line 59) - https://github.com/photonstorm/phaser/blob/8af70d02d1f42a0b56e618840d27b2d1807848cf/src/physics/matter-js/lib/render/Render.js Thanks!
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@iKest I'm seeing the bodies in the local world so I'm not sure how to apply your recommendation. Here's my Codepen: Editor view - https://codepen.io/jurbank/project/editor/AmPBBN Render view - https://codepen.io/jurbank/project/live/AmPBBN/
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The factory created instance doesn't have the 'world' property, where as the extended Image object of (Phaser.Physics.Matter.Image) does. Perhaps that is the issue?
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Thanks! I actually was starting down that route....found this example the other night - http://labs.phaser.io/edit.html?src=src\game objects\container\matter physics body test.js Seems to work fine with creating image objects using the Factory class (this.add.image(...)) However, when I extend a new MatterImage and instantiate it, the x,y context appear agnostic to the parent container context and results in duplicate boxes. Here's a short animation - https://www.useloom.com/share/57dbd41477684e73b87201aec803fbce
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Thank you! This has really helped me scaffold my own project.
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I'm trying to make a game where the user can drag parts to attach to the Ship. The main challenge I'm running into is attaching the bodies into a single, fixed group so when the player thrusts around with the arrow keys, the other bodies stay in-place. I was looking into composites but I'm not sure how to use them in Phaser, looks pretty straight forward in standard MatterJS. I was also playing with constraints and joints but those seem to attach at one point between both bodies. I also tried adding two constrains, one at each edge but it seemed like the 2nd overwrote the 1st. Any thoughts? Here's my code playground - https://codepen.io/jurbank/pen/Mqqyow?editors=0011
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