
Ryan
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Everything posted by Ryan
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Very impressive! I had a play around with the demo and didn't come across any bugs. My only suggestion would be to add an option to 'slow' the player down in relation to the steepness of the slope. I look forward to seeing how this one progresses!
- 32 replies
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- slopes
- sloped tiles
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Hey guys, I'm trying to find a way to spawn a sprite on click and have it already dragging? At the moment, I have to click to spawn the sprite, then click and drag it again using enableDrag() and the start/stop events: params.sprite.events.onDragStart.add(params.onDragStart, this);params.sprite.events.onDragStop.add(params.onDragEnd, this); This functionality is for mobile, where you 'tap' a button sprite to spawn a unit and then drag it into place. Thanks!
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Just wanted to say that I am having the same issue. this.game.stage.disableVisibilityChange = true;In my Boot.js file. The game pauses when I open a new tab in the same window, but does not pause when I focus on another application. This happens in both Firefox and Chrome.
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Hey everyone! Our artist is available for freelance contracts. Check out her website here: http://www.jasmineparedes.com here's the link to our debut game, Chuck, which she did all the assets for: http://www.html5gamedevs.com/topic/10359-phaser-chuck-fyretales-debut/ Email us at fyretalestudios@gmail.com or message us here for inquiries or proposals! Thanks, FyreTale Team
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Hey @rvizcaino, Try adding these meta tags to your index.html file: <meta name="HandheldFriendly" content="true" /><meta name="apple-mobile-web-app-capable" content="yes" /><meta name="apple-mobile-web-app-status-bar-style" content="black" /><meta name="apple-mobile-web-app-title" content="Phaser App"><meta name="viewport" content="initial-scale=1 maximum-scale=1 user-scalable=0 minimal-ui" />
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Hey @Sir_Everard, Thanks for taking the time to post here, we appreciate the feedback and will improve on these few things in our next game. @paskuda13, Sorry to hear that you're having issues seeing the game. I just checked and there did appear to be an issue with the website. I have fixed it now: http://www.fyretale.com/ Thanks! FyreTale
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Hey Hardtail, Thanks for talking a look at our game! That's a valid point regarding the tutorial and has been mentioned by a few others. We may do a quick 1.1 update to include an overlay screen to point out the parts of the UI and what they do. Thanks again, I'll update this thread if we get around to releasing version 1.1. Thanks! FyreTale
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Hey guys, We just finished up version 1.0 of our debut game, Chuck. We started this game about a month or two ago, but got bogged down with other work during the middle. Now that we finally got around to finishing it and we're hoping to get some feedback on what you guys think! It's a funny story, you should all be familiar with the game TimberMan. We actually hadn't heard or seen this game when we started creating the assets for Chuck. It wasn't until we were about half way through development that we saw the tutorial for TimberMan on the home page of Phaser.io. We couldn't believe how similar our art looked, but just accepted that we were late to the party on this one and got the game finished. You can find/play the game on the home page of our website: http://www.fyretale.com/ Built with phaser. Learnt a lot along the way, so I'm looking forward to starting our next game and learning even more about what the framework can do. Any bug reports or game play ideas are more than welcome! Thanks, FyreTale
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Cool game! Smooth mechanics on my end, it felt very polished. The sound got a bit annoying after awhile, but I found the mute button that's was all good. Nice work!
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I'm also wondering this. How much time should you invest in trying to protect your code? At the end of the day, if someone really wants to get it, there will be a way. Also keep in mind that anyone who takes the time to steal your game was never going to by a license from you anyway. Those two types of people don't mix. It doesn't take away from the frustration of having your work stolen though. As mentioned in the thread, I only know of https://jscrambler.com and it's not a cheap option for casual devs. I'll keep on the look out and post here if I find anything.
- 15 replies
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- tracking
- protection
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Hey guys, Pretty basic question, but I'm hoping that there's a basic answer that I just haven't been able to find. this.game.input.onDown.add(this.functionName, this);Is there a way to make this only fire when the mouse is clicked inside the canvas? Thanks guys! FyreTale
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Ahh, awesome. I guess I'll look through both of the docs now before posting. Thanks again!
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That sounds like it will do it! +1 vote on adding this to the docs. I know Rich is a busy man, maybe we could make the docs more like a wiki so the community could build it?
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I have done just that. I have four body parts + the hand/gun. I've made all the body parts the same width/height and they are part of a group. I then used group.setAll() to set the gravity etc. Since the arm/gun will rotate, I couldn't have it be the same size as the other parts, so I had to position it in the update() function. Seems to be the only way around it.
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EDIT: I have fixed this by making all of the parts the same size and setting the anchor to (0.5, 0). It's not very elegant, but it seems to be the only way to get sprites of different sizes to stay in position when you flip them. /** * ADD THE PLAYER TO THE GAME */player_group = this.game.add.group();player_group.x = 200;player_group.y = this.game.world.height - 140;player_foot_back = player_group.create(0, 0, 'player_foot_back');player_foot_back.anchor.setTo(0.5, 0);player_body = player_group.create(0, 0, 'player_body');player_body.anchor.setTo(0.5, 0);player_head = player_group.create(0, 0, 'player_head');player_head.anchor.setTo(0.5, 0);player_foot_front = player_group.create(0, 0, 'player_foot_front');player_foot_front.anchor.setTo(0.5, 0);------------------------------------------------- Hey guys, I've been playing around with this for a few hours now and I can't seem to get anywhere. Basically, it's a platformer game with a player made up of 4 parts (head, body, feet, hands). There a things that I need the whole group to do, like gravity. There are also things I need just parts to do, like the hands will rotate. /** * ADD THE PLAYER TO THE GAME */ player_group = this.game.add.group(); player_group.x = 20; player_group.y = this.game.world.height - 150; player_body = player_group.create(18, 35, 'player_body'); player_body.anchor.setTo(0, 0); player_head = player_group.create(0, 0, 'player_head'); player_head.anchor.setTo(0, 0); player_feet = player_group.create(25, 122, 'player_foot'); player_feet.anchor.setTo(0, 0);This positions the parts on the stage just fine. if (leftKey.isDown) { player_group.setAll("body.velocity.x", -450); player_group.setAll("scale.x", -1); } else if (rightKey.isDown) { player_group.setAll("body.velocity.x", 450); player_group.setAll("scale.x", 1); }This moves the player fine until it changes direction, then all of the parts are not positioned correctly. I'm assuming this has something to do with the anchor. Does anyone have any suggestions on the best way to go about controlling a sprite made up of multiple parts? Thanks! FyreTale.
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Hey guys, I've been reading through the docs trying to find the best way to do scenes, such as 'preloeader', 'menu', 'game' etc. that act in the same way they do in Flash. Do I create different stages for each scene? Do I create a group for each scene and simply hide and show the one I need? Any thoughts are welcome. Thanks! FyreTale
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Perfect, thanks for the quick reply, Rich!
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That's amazing, I love it!
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May I expand on this question? I'm trying to slim down on the amount of files I need to upload to the server, there seems to be a lot in the master repo. Am I able to put most of these files inside a 'Lib' folder in the root of my host and have my game files outside? Thanks! Ryan