ForgeableSum Posted August 3, 2017 Share Posted August 3, 2017 Just launched this week! Play free here: http://striketactics.net/play samme, Kitanga Nday (NDAY Games), titotu and 4 others 7 Quote Link to comment Share on other sites More sharing options...
PhasedEvolution Posted August 3, 2017 Share Posted August 3, 2017 Wow (x5)! Quote Link to comment Share on other sites More sharing options...
samme Posted August 10, 2017 Share Posted August 10, 2017 I got this error a few times: Quote Link to comment Share on other sites More sharing options...
GoldFire Posted September 9, 2017 Share Posted September 9, 2017 @feudalwars First of all, really impressive work, the game looks and plays fantastic! On a technical note, I was wondering if you'd mind sharing how you pulled off good performance with all of the particles you've (trails, explosions, etc). We've been trying to get some basic smoke trails setup in a game we are working on using Particle Storm, and with just a few on screen the performance tanks. Are you using a custom particle system or any other strategy to keep it running smooth with so much going on? Quote Link to comment Share on other sites More sharing options...
ForgeableSum Posted September 26, 2017 Author Share Posted September 26, 2017 On 9/9/2017 at 4:22 PM, GoldFire said: @feudalwars First of all, really impressive work, the game looks and plays fantastic! On a technical note, I was wondering if you'd mind sharing how you pulled off good performance with all of the particles you've (trails, explosions, etc). We've been trying to get some basic smoke trails setup in a game we are working on using Particle Storm, and with just a few on screen the performance tanks. Are you using a custom particle system or any other strategy to keep it running smooth with so much going on? Hey sorry, I didn't see your reply until now. I do use the particle storm emitter but frankly i could have gotten the job done just as easily with the built-in vanilla Phaser emitter. The main advantage of PS is that it comes with tons of juicy examples to work from. Surprisingly, particles have never been a bottleneck for me. One thing you can do is to only emit particles when the object is in camera. Here's a look at my code which does the smoke and vapor trails (I don't think there is any other use of particle emitters in my game). Another thing I do is create an index of all the emitters I will need and re-use the same emitter the next time I need it. The rocketTrailEmitter global keeps a reference. Note that this function has default options which can be overriden by passing an options object. Hope it helps! function createSmokeTrail(rocket, uniqueEmitterKey, howOftenEmit, imageKey, blendMode, justOnce, emitX, emitY, options) { if (!enableEmitters) { return; } if (rocketTrailEmitter[uniqueEmitterKey] == undefined) { var lifespan = { min: 500, max: 1000 }; var scale = { min: 0.10, max: 0.30 }; var vx = { value: { min: -0.50, max: 0.50 }, control: [{ x: 0, y: 0 }, { x: 0.5, y: 1 }, { x: 1, y: 0 }] }; var vy = {}; if (options != undefined) { if (options.lifespan != undefined) { lifespan = options.lifespan; } if (options.scale != undefined) { scale = options.scale; } if (options.vx != undefined) { vx.value = options.vx; } if (options.vy != undefined) { vy = { value: options.vy, control: [{ x: 0, y: 0 }, { x: 0.5, y: 1 }, { x: 1, y: 0 }] } } } var effect = { image: 'bullets', blendMode: blendMode, lifespan: lifespan, scale: scale, vx: vx, vy: vy, alpha: { value: 1, control: [{ x: 0, y: 0 }, { x: 0.2, y: 1 }, { x: 1, y: 0 }] }, rotation: { value: { min: -180, max: 180 }, delta: { min: -5, max: 5 } }, frame: getFrameIndexFromAll(undefined, imageKey, false, game.cache._cache.image.bullets), }; manager.addData(uniqueEmitterKey, effect); } if (!justOnce) { rocketInterval(rocket, uniqueEmitterKey, howOftenEmit); } else { if (rocket == undefined) { // if (coordsInCamera(emitX, emitY)) { rocketTrailEmitter.emit(uniqueEmitterKey, emitX, emitY); // } } else { // if (coordsInCamera(rocket.x, rocket.y)) { rocketTrailEmitter.emit(uniqueEmitterKey, rocket.x, rocket.y); // } } } } function rocketInterval(rocket, uniqueEmitterKey, howOftenEmit) { rocket.rocketInt = setInterval(function() { if (rocket.alive == false || rocket == null || rocket == undefined || rocket.crashing) { window.clearInterval(rocket.rocketInt); return; } if (game.paused) { return; } if (rocket.inCamera && rocket.visible) { rocketTrailEmitter.emit(uniqueEmitterKey, rocket.x, rocket.y); } }, howOftenEmit); rocketInts.push(rocket.rocketInt); } Quote Link to comment Share on other sites More sharing options...
caymanbruce Posted September 29, 2017 Share Posted September 29, 2017 I just have one question: how to play without a mouse? Quote Link to comment Share on other sites More sharing options...
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