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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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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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I strongly suggest you to start working on your first game to get enough skills and global knowledge on video game development before wondering about platforms or selling plans. Read about video game development (through books, internet...). Learn how to make a game. Fail at making a dozen of games. And only then you'll probably be confident and skilled ...


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There are several ways to achieve this, presumable you are not using Canvas but rather the DOM for your Isometric grid? If so, read on. Method Draw your Images at x10 the highest resolution you display them at, e.g. (1200x1200 for an image being displayed at 120x120). Vector (SVG) would be another choice, but fine detail is an issue for them, and, ...


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To avoid checking collision on the same object you can generate a unique id on every object and then when you are looping over them check so they dont have the same id. Jon is wondering about your objects shapes since a rectangular bbox will in most cases be too large and hence you will detect collision even though objects are not colliding. Can be solved ...


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you can simply use the box2d editor to match your sprite sheet with the body fixture there is a powerful application who do this for you : LINK you can : Automatically decomposes concave shapes into convex polygons, Automatically traces your images if needed, Supports multiple outlines for a single body, Supports polygon and circle shapes, Reference ...


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It appears your game is 2D; what is the most non-uniform shape you draw? i.e. is everything circles and squares/rectangles?


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If you arent going (or can't because of software limitations) to remove the extra pixels you could go into the original sprite sheet and move the image of the crouching soldier down. The problem is that you won't have accurate collision detection if you are keeping those extra pixels so crouching might be useless.


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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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You must add a Rigidbody component to the cube's GameObject; this will allow it to get pushed back by other objects. The cube and all the barriers must have Collider components. You don't need rigidbodies on the barriers. Then, if you do not want the cube to rotate, turn on Freeze Rotation for all axes under the Rigidbody's Constraints. While it is possible ...


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



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