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Found 5 results

  1. My incremental resource manager, Farm and Mine, is now live on Poki! The web version was built with Phaser, and the sources were converted from AIR using my own AS32JS converter tool. It is also available for Android, iOS, Windows and Linux here: https://play.google.com/store/apps/details?id=com.airapport.farm.mine.idle.ludumdare48 https://apps.apple.com/us/app/farm-and-mine-idle-tycoon/id1564694016 https://airapport.itch.io/farm-and-mine Here is what to expect in Farm and Mine: Over 60 facilities which produce resources, convert them, sell, or provide new game aspects; Integrated autoclicker: just click on the facility which you want to boost and the autoclicker will do the job for you; Unlimited offline time: having made sure you automated the production chains, you can leave your farm to return later and see how much did your citizens produce; Interlocked resource branches: agriculture, industry and population, each one depends and empowers the other; Elaborate prestige system which allows you to select which aspect of the game boost the most (and you can change your mind and try a different strategy on the next run); Human-drawn buildings and characters who work everywhere in your growing city; Feel free to use these ones to activate the timed bonuses which will speed up your progression: EUZUMQO: Time speed x10 (2:00) EPHP7UI: Clicks x10 (1:00) EO6MWON: Transport x2 (12hour 0m) The current game rating on various platforms is around 4.4 - 4.8 after thousands of reviews, so we hope you will enjoy the idle farming and resource mining, too. Have fun!
  2. Since GODOT does everything that Phaser does but with greater facilitaton as well as more quickly and with great easiness and much much less effort blood and tears. Why to use phaser any more?
  3. Pretty good engine I think!
  4. hi everyone, im wondering if when i end a level i should call a method to destroy and collect garbage variables to free memory and resources in a game. do you often do that? and how do you do it? thanks
  5. When I first came into contact with Pixi, I was like "Yes! An easy way to create games without learning too much". I was also able to write my own wrapper to run the game from a very basic web service in a local desktop application in Windows. I am concerned however that the power of HTML5 games my be a bit more restricted than what I first thought. My computer is quite fast, I can run most games released in the last 2 years on max graphics and still maintain 60 fps. I have still only experimented with the basics of this, but wanted to see if anyone can save me a lot of research time. So my questions are: Are HTML5 games (using Pixi) capable of running as full screen games for desktop at a reasonable speed compared to desktop specific games? What are the limitations? Even though an HTML5 game can not interact with the graphics card on a computer outside of what a web browser feeds it, is there any way to open up the computer's full resources through any existing wrappers or something similar? Thanks for your time reading this and I appreciate any feedback.
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