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InvertMouse

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  1. @Lopiky1 The anime for this is coming out soon (^o^)!

  2. Yeah, at the moment I just create a geometry box for hit detection and make my sprite follow that~
  3. Thanks for the reply! I'll probably stick to this version until V1 is released. When that happens, I'll definitely check if the blurred sprite issue is fixed. Will drop by if the problem persists !
  4. Hello. I've been playing with Phaser a bit more. Considering version 1 is still on the way out, it's a framework I'm happy with and would recommend to developers! Anyway, I have a few questions I could use some help with: 1) When I flip a character (flipped = true), the sprite seems to become a bit blurred. Also, the flipped version seems to have more of an offset in animations. For example, when not flipped, a walking animation could have a 1 pixel offset on each frame. However, once flipped, that becomes a 2 to 3 pixel offset. Just wondering if that's a known situation or I'm doing something wrong. 2) Is it possible to scale tween, or just adjust the scale in general? I've tried things like object.scale.x = 0.5, but that makes the object disappear entirely. Again, I could just be messing up somewhere. 3) Is there masking available at the moment? 4) Is it possible to rotate an object from its origin point? I think the source said it's unavailable at the moment but I'd like to confirm. Thank you! Great work with the framework so far .
  5. Thank you for the prompt response! I'll give that a try. Looking forward to version 1 .
  6. Hello everyone ! Just started using Phaser and have been enjoying it. Here's the prototype of a game I'm developing: http://invertmouse.com/prototype/ The source code is here: http://invertmouse.com/prototype/js/ One quick thing first. I've noticed that sometimes on Chrome the game would experience horrible lag. It never seems to happen on Firefox or *gulp* IE, though. Would anyone know why that is? Please use the arrow keys to move in the prototype. Press and hold space to jump. Avoid the person or he'll teleport you back to the start. Now, notice how when you're jumping, if you bump into the side of a platform, you'll stop moving. This is of course expected. However, let's say if you jump and hit a platform to your right, if you keep holding the right arrow key, the character will get stuck walking in the air. I think this can be fixed if I can modify my collision checks a little. At the moment, I run a function to stop the character if he touches the platform from any direction. I want to be able to check whether the character is completely above the platform when the collision happens. But I'm having trouble with doing that. I've tried changing Phaser.Collision.ANY to TOP but that did nothing. Also, I've tried getting the coordinates of both the character and tile using collisionData on callback. However, the y coordinate returned for the tile seems to be completely different from what it should be. That made position checking impossible. This would be the class to look at: http://invertmouse.com/prototype/js/MainMenu.js Thank you heaps! Really looking forward to version 1 with documentation. Keep up the good work .
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