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https://crysoftware.itch.io/
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crysoftware
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UK
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TomC's Achievements
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It looks like your site just provides a collection of web games but with no organisation. If you want people to use your site you have to organise them into categories/tags and add social features so people can rank games and leave comments etc. This gives people multiple ways to find games on your site and make the site provide something useful to the user.
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TomC reacted to a post in a topic: Procedural Game Art Generator
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TomC reacted to a post in a topic: Procedural Game Art Generator
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How have you loaded the phaser library into your code? This shouldn't be an issue if you've imported the phaser library as a module into your main.js file.
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mataguiris reacted to a post in a topic: Procedural Game Art Generator
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mataguiris reacted to a post in a topic: Procedural Game Art Generator
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TomC reacted to a post in a topic: Procedural Game Art Generator
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Have you checked the refresh rate of the monitor? It might be 30hz, which will mean requestAnimationFrame is trying to hit 30fps and not 60fps. This shouldn't be a problem but looks like people are having issues. There is a thread here which highlights issues with pixi.js on 4k. Phaser uses pixi.js under the hood:
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TomC reacted to a post in a topic: Procedural Game Art Generator
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mataguiris reacted to a post in a topic: Procedural Game Art Generator
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TomC reacted to a post in a topic: Procedural Game Art Generator
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TomC reacted to a post in a topic: Procedural Game Art Generator
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Hello All, I posted about this a while back and it's now finished and released! CryPixels Procedural Pixel Art Generator Has a demo version available on Windows and Mac. The software is 100% written in HTML5/JavaScript and packaged using nw.js. Full details of the software can be found here: https://crysoftware.itch.io/crypixels Feel free to request additional features, product is in active development. Regards, TomC.
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Fenopiù reacted to a post in a topic: Global Variables across states
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TomC reacted to a post in a topic: Robostorm.io
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Mr F reacted to a post in a topic: Robostorm.io
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@Mr F Playing from the UK, just general lag – very unresponsive from hitting button to movement happening etc. Not sure how I find out which server I was playing? Ref Linode, If your just renting a server off AWS then not a lot, I meant it more in terms of if your using service like cloud computing with auto scaling or 'elastic beanstalk' etc. You have to manage the resources yourself.
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Mr F reacted to a post in a topic: Robostorm.io
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Love the game! Was unfortunately getting quite a lot of lag, using fast connection on Mac Pro with Chrome. Ref Linode, 100% recommend! I moved all my stuff from AWS to Linode and couldn't be happier, not to mention the money i'm saving. Just be wary Linode will probably require a bit more custom setup/maintenance and optimisation to get what your after.
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Looks and plays great! Keep up the good work.
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solved Get rid of blue outline around canvas when active
TomC replied to Pryme8's topic in Questions & Answers
#canvas:focus { outline: none; } replace #canvas with your canvas id. -
Mattia reacted to a post in a topic: Procedural Game Art Generator
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Mattia reacted to a post in a topic: Procedural Game Art Generator
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How are you getting the screen width/height? As far as the browser is concerned it already takes into account the pixel density. i.e. 2560px retina screen will act as if it was 1280px. If you want your game to support retina the easiest way is: set the phaser game size to double the required size and then use canvas.width and canvas.height to set it back to the original size.
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Pryme8 reacted to a post in a topic: Procedural Game Art Generator
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Fenopiù reacted to a post in a topic: Free alternatives to Physics Editor (for P2 polygons)
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You could try: https://loonride.com/physics Haven't personally used it, but currently free and has specific phaser support.
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Yes @Ian_ that would be the general way to go about it. There is always going to be some DOM manipulation required, and obviously you need to change the text, images etc. Just leave as much of it already rendered as possible and hide/show it as required.
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Nearly all html5 mobile wrappers support the DOM fine, even CocoonJS has WebView+ if you need to use the dom. It won't be too long until wrappers aren't needed and you can just use native web-views in ios/andorid anyway, and again the DOM is perfectly supported. As @Parasyte was saying, you just need to choose the right tool for the right job, and DOM UI's do not like to be moved around the screen performance wise. Also make sure you don't modify the DOM mid cycle, just pre create any DOM UI that isn't always in view and display: none; it with css until needed.