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It's definitely possible to have a common code base if you use cross-platform technologies such as Unity or HTML5 frameworks. Though you'll always need some platform-specific work (Facebook app creation, distribution on the app stores, integration with the payment services,...) Choosing the framework highly depends on your skills and preferences. If you ...


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Unfortunately most of the tutorials you'll see will teach you some bad habits as far as state management goes. What you'll want to do here is avoid the object literal state declaration in favor of adding states from separate JS files in your index.html. (Don't forget to include them as <script>'s as well.) var game = new Phaser.Game(800, 600, ...


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Yes - you can use the Marching Squares algorithm to detect the bounds of the image within the frame, and then I would suggest storing the actual bounds (height/width) somewhere. Particularly if your sprites contain islands, as this can take a long time to locate all the little pieces in the frame. Ideally, you would repack your spritesheets into an atlas so ...


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it seems that I was missing the following line in my code player.scale.set(1,1,-1);


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The answer is relatively similar to this one except you already figured out how to query the limits, so I try to exand it a little bit. There is no clear perfect solution how to work with those limits, but a good strategy seem to be to only use uniforms you absolutely need to get things to display at all ( which should be really low ) and then "use up" the ...



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