I'm a first time user of Phaser, been trying to make a simple point and click type game. I'm trying to keep things very modular, so I'm defining a list of levels (states) in a JSON, and then every ...
I'm working on a 2D game that has very high resolution images (so that things look good on Retina MacBooks and such), and am seeing a noticeable lag caused by image loading. I notice the strongest ...
I have some problems with figuring out what value I should put in the function: int value_needed_to_figure_out = X; ProgressBar.incrementProgressBy(value_needed_to_figure_out); I've been ...
I'm making my first game, it's a tower defense type of game, using Unity game engine and taking Fieldrunners as a reference. I would like to know more about the functionality behind 'Loading' scenes ...
I'm working on a SpaceWar-esque project to get comfortable with XNA. I have a Ship DrawableGameComponent and a Bullet DrawableGameComponent. The player's Ship is created at the start of the game, and ...
I'm making a SpaceWar!-esque game using XNA. I want to limit my ships to 5 active bullets at any time. I have a Bullet DrawableGameComponent and a Ship DrawableGameComponent. My Ship has an array of 5 ...
I'm developing an Android game. Basically I want to pre-load all graphics/sounds when the app is first loaded. But I also would like to show a progress bar as this is happening. Here is a snippet ...
Do I just need to be creating instances of all of my graphics into memory that are loaded from file? What is the best way to handle this? Do I just need some sort of assets manager that creates ...