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In most cases, doing what you propose will be less efficient than rendering the maps as individual tiles. The tiled approach gets more efficient the more tiles are repeated, and provided that the tiles aren't too small. With Phaser, the Tiled format is well supported, so you can follow this workflow: Create a tile map using Tiled Export to JSON Load the ...


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You got it wrong in your draw code : once you translated the context to a given point, you shouldn't use any more the point coordinates : the 'zero' is now at the translation point. So to draw your arrow after you translated to its start point, just translate by the size of the arrow. http://jsfiddle.net/gamealchemist/jxrdtLxx/2/ function ...


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The Chromium-based WebView causing this issue was eventually updated in KitKat version 4.4.3/4.4.4 in mid 2014, but that is cold comfort considering some vendors have made some seemingly arbitrary decisions about which of their phones got the update and which did not. Samsung Galaxy S4, for instance, is still trapped at 4.4.2. Follow the advice given by ...


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I am going to answer this question based off the assumption that your example: "Player drags x + 3 and y + 1", is in grid coordinates and not mouse coordinates. To get grid movement from the drag vector, the drag vector will need to be scaled down by the tile size, and then rotated 45 degrees (or whatever angle matches your grid rotation). This can be done ...


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I ran into the same issue with Phaser (with this simple game). Unfortunately, with HTML5 and web/canvas rendering, you're at the mercy of your phone -- there will be users with broken or poorly-performing browsers (like mine). Like @captainbuzz123 suggested, the only real solution is to move to a non-HTML5 platform. My tool of choice for now is OpenFL. ...


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A finished game, by any means necessary, is the most important thing. Any sufficiently complex game, beyond what you can do with plain html, is going to require some degree of technical ability. What makes HTML5 especially enticing is it can be run in a browser, so a recruiter doesn't need to download an application and possibly install it to see what you've ...


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unity doesn't use the same "javascript", it really should be called "unityscript"... it'll be familiar but don't expect it to be the same. If you make a game on any platform that shows technical skill and results in a fun experience it's worthwhile in your portfolio, even if it's just an example of breadth of ability.


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I think this depends entirely on the game you create with it, if you just do another Asteroids or Pong clone, no one's really going to be that interested, however if you design and create something new and different, provided the code is clean and can be understood by third parties, then I'm sure it'll be worth the time it took. Since unity allows you to ...



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