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ptdnet

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Everything posted by ptdnet

  1. ptdnet

    Phaser Quest

    It's the same game, but with horrible controls and lag. Sorry.
  2. It's really dumb that my attack does the same damage every single time. Yeah I read your descritpion of why... but it's dumb. Sorry. It takes all of the mystery out of the fight.
  3. Kong is blocked here at work, any other links?
  4. Just to follow your example, I'd probably have the following states in Diablo 2: Boot, Preload, Menu <-- the obvious ones BuildLevel, where I prepare whatever zone you're about to go into PlayLevel, where you do the actual playing Really, that's about it. "Menu" might be split into 2 or 3 different states, because there's stuff like character selection/creation, etc.
  5. Possibly dumb question, but I can't tell from looking in the docs/source... Let's say I have a sprite called pDude with a bunch of input listeners on it (OnDown, OnOver, etc.). Then I call pDude.destroy(). Are all of the listeners gone as well, or did I just cause a sweet memory leak?
  6. Ok fine. For $5000 then. I need to make that much with banner ads. Let me stop laughing first... no wait. Still laughing. Nope, still laughing and I think I peed a little. OK, I'm back. What is that then, like four million banner views? No, I don't have concrete data on that, but the last time I was in any banner program I think we made 65 cents. But in the end I guess I don't care and I'm sorry I even commented. Those games suck and let's just leave it at that. Signing off.
  7. A $30,000 game needs to earn $30,001 on my web site, or in-app purchases, etc. to be "worth it." Well, actually a lot more than that, but let's just keep this simple. Do you think 30,000 and 1 people are going to make a $1 purchase though any of those games? If you can honestly say yes, then great. I don't see it happening.
  8. I haven't had my iPhone sound turned on in years. But yeah, unfortunately I think you need it in the game anyway.
  9. My game engine in Flash had the ability to execute essentially every state on the stack during an update, I just found that I never used that ability. Still cool to have it though! I guess we'd need it, say if I had a pop-up window showing but still wanted the game to update behind it.
  10. My intent is exactly stack-like. I'm never sure of the level of computer science on forums like this so I didn't want to get all technical.
  11. Huh, I just took a look at Softgames.com and not a single one of those is worth even $5,000. Sorry.
  12. I know, it's hard to worry these days too much when everybody has like a billion megabyte graphic card.
  13. You need some anti-aliasing around the rubbing square, otherwise pretty awesome.
  14. Small change to states. I'd like a more robust state manager. First: game.state.start(string stateName, bool killCurrent = true);(plus all the usual params we have now). This starts a new game state. If killCurrent is true, then it acts like it does now. HOWEVER, if killCurrent is false then the current state is saved on the stack. Why? Because of... game.state.kill();This kills the current state, returning us back to whatever state is on the top of the stack. If there is no stack, then this call is either ignored or is illegal. All good game engines have a state stack in their state manager. Phaser should too! How is this useful? Simple example: game.state.start("PlayingTheGame", true, bunch of other params);// blah blah blah...// user hits "HELP" buttongame.state.start("ShowHelp", false); // do not kill the game state// user closes help at some pointgame.state.kill();// we're back in the game, right where we left off!
  15. I can still "click through" your pop up and hit the buttons underneath.
  16. Thank you very much! I'm assuming 'assets/sprites/allsprites.jsona' is the part that defines what image is what? After my graphics are finalized, I guess I'll then pack everything together.
  17. Right now I'm just loading all my graphics in different files as I create them. Icon here, buttons (at least those are a sprite sheet), a menu there, background here, small graphic there. So I end up loading 30-40 small images. Is this how it's supposed to be done in Phaser or should all these little graphics be smashed up into a single file? And if so, how are they rendered if everything's all a different height/width? Back in my Unity/iOS days we'd make an atlas and the sprite rendering engine would just know where everything was. But I'm not sure I've seen anything like that here. Thanks for any insights!
  18. Just wondering... is this a "gotta live in the UK" thing or would you take a remote developer? Let's say a certain developer had 100+ published games (many for Fortune 500 clients) on Flash/Unity/iOS.
  19. Ahhhh GDC... I haven't been since maybe 2005. Tell us if you spot any Jedi walking around!
  20. Dynamic form stuff is pretty easy... var tbFirstName = document.createElement("input");tb.FirstName.name = "tbFirstName";tb.FirstName.placeholder = "Give me your name";tb.FirstName.style.top = "10px";tb.FirstName.style.etc.etc.etc;document.appendChild(tbFirstName);// later...console.log("somebody entered: " + tbFirstName.value);
  21. This is a completely cheap trick but we used it all the time in Flash land... break your song where there's a natural pause. Even something like 1/10th of a second will do.
  22. I haven't played with the sound at all yet, but I'm willing to predict that once a sound ends and fires off the message that it's done, nothing happens until the next loop update when Phaser says "hey we better answer that callback."
  23. Travian is most definitely not "real-time." Every time you send a request to the server, it checks time stamps and acts on whatever it needs to. Time to finish that building? Time to start that battle? Time to do whatever? So it's more like "fake real-time." If nobody logs in for two days, none of those battles, etc. would happen until somebody fires up a request to do something.
  24. Awesome. If you cleaned up the performance (it's slow on my desktop machine) I'd totally pay for tables based on this engine.
  25. Yeah the second load would definitely be outside the preload block. So it sounds like once 2.3 hits then I essentially don't have to worry about the first one; I want it to be destroyed. Thanks!
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