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  1. Today
  2. Hello, I was wondering if there are any webmasters that have some nice websites for a good old link exchange. I have multiple ones with good metrics and almost no outbound links with high DA and PA's. Do you have an online game/portal and want to exchange some links? Please sent me a PM!
  3. I'm using pixi v5. On my PIXI.Text I can set "resolution = 2" But that doesn't exist on PIXI.BitmapText. So how should I set resolution for PIXI.BitmapText? Thanks
  4. Yesterday
  5. Btw, if you change it directly, like texture.frame.x = something, you have to call updateUvs() afterwards. if you assign texture.frame = something, then you dont need it.
  6. For that kind of tasks you need everything: renderTextures, temporary atlases, maybe SDF. Pixi gives a few primitives, you can work with them to implement your own algo.
  7. what about PIXI.RenderTexture ? I do it very fast i don't know if i do it well, maybe @ivan.popelyshev can confirm. I use this kind of rendering for my item menu with a lot of stuff. https://www.pixiplayground.com/#/edit/JfMIVX3TxcttWQCZyrI5F Also add some culling will maybe help here https://davidfig.github.io/pixi-cull/
  8. Unfortunate, oh well, i guess i'll just have to write another function, i'll just assume that PIXI.Texture.frame is the property i need Thanks
  9. Hi, I'm trying to destroy the game, and re-build it: game.destroy(); game = new Phaser.Game(720, 960, Phaser.CANVAS, 'phaser', { init: init, preload: preload, create: create, update: update, render: render }); But i'm getting the following error: How do you suggest I should solve it? thanks!
  10. Graphics in chunks is one of best solutions. sometimes you need stuff like pixi-tilemap. As for text, well, im sorry, but that many texts is a problem on its own and requires serious hack that i cant imagine after a hard workday and workout Welcome to the forums!
  11. "textures" hashmap is not a magic object, its just collection of textures by names that no one changes after loading. Of course, if oyu dont make copies of certain texture - all sprites with that texture will use different baseTexture :) I implemented many hacks on texture frames and basetextures, and I didnt yet port my pixi-super-atlas plugin to v5. Its not a hard problem, not on the level of custom filters, but not an easy one too. However one of things i remember is that baseTexture change sometimes doesnt result in proper sprite change, we fixed it some time ago, i advice you to use dev version: pixijs.download/dev/pixi.js (pixi-legacy.js is also there)
  12. Actually, a fluke test may have just shed some light on this. I was temporarily commenting out the baseTexture change just to avoid the bug, and it seems like it transferred between atlases automatically. So am I correct in thinking that all frame names are stored across all atlases, and will automatically assign the appropriate one? Thus also meaning that frame names would have to be unique per atlas?
  13. Okay, I have a peculiar issue. I'm trying to edit a particular sprite that will change it's image AND the atlas it uses. I have like six atlases, each of which focuses on different things (like Characters, Blocks, etc). However, the editor has a bunch of tiles that can be part of any of those atlases. So when I overwrite a tile, I need to also tell it which atlas to change to. Theoretically, not too much of a problem. As far as I can tell, PIXI allows this with a fairly straightforward technique: sprite.texture.baseTexture = getSheet( atlasGroup ); sprite.texture = PIXI.Texture.from(frameName); getSheet( atlasGroup: AtlasGroup ) { return this.loader.resources[atlasGroup].textures; } However, when I do this, it's actually misbehaving. It's almost like other tiles are suddenly having their baseTexture changed as well, which makes me suspect there's some things being changed by reference. Which isn't a problem, but I need a way to change *only* the sprite's atlas. TLDR: How do I change a sprite's atlas AND frame name in the correct way, without causing any by-reference texture updates that can affect other tile rendering?
  14. http://community.createjs.com/ CreateJS is a very capable general library: lightweight and reliable. Is it ideal for games? Probably not (because it's a rendering engine rather than a game engine). But is it viable for games? Absolutely (there are many decent examples of CreateJS games). Also worth adding that CreateJS has the benefit of being easily coupled with a visual tool (Adobe Animator).
  15. Hi, I am trying to build an trading orderbook heatmap which basically takes all pending orders from a securities and plots it in the form of a heatmap shown below where brighter colors mean more volumes. Canvas 2D implementation has has performance issues given the number of blocks and so I am exploring the idea of using webGL through PIXIJS as I am familiar with Canvas 2D APIs. Would like to know which tools should I start experimenting with. I understand you may not have a definite set but a menu of tools to choose and experiment with for best performance). Use case is to efficiently draw large number of small blocks
  16. ok, you have frame of original texture in that baseTexture, right? consider it frame1. you want to trim it, frame2. Resulting frame will be "(frame1.x + frame2.x, frame1.y + frame2.y, frame2.width, frame2.height)" . That's the problem i talked about - that basic addition of frames does not exist in pixi. You have to use your programming skills on it PixiJS doesnt have to do everything for you . If that info is not enough, i can make demo in weekend. In my case it was like that: https://github.com/gameofbombs/pixi-heaven/blob/master/srcOld/base/atlas/TextureRegion.ts#L17 , but you cant just ctrl+c that code, because i used extra fields for my atlas.
  17. Ok there is a problem, when i try to refer to base texture of a texture in spritesheet in such fashion PIXI.Loader.shared.resources["spritesheet"].spritesheet.textures["Image144.png"].baseTexture returned base texture is in fact of the whole spritesheet, but i need base texture of a single texture in spritesheet How do i do that
  18. NMN

    Brush Blur

    Great thanks a lot! Looking forward to the port. So I should be able to get the blur brush working with pixi-picture and v4 in the meantime?
  19. ivan.popelyshev

    Brush Blur

    Oh, i've got it Yeah, DisplacementFilter has input sprite for brush, and blurfilter doesn't. Let me port pixi-picture to v5 this weekend and you'll get that blur thingy!
  20. ivan.popelyshev

    Brush Blur

    Hi! I dont understand the question: you already have the answer in codepen, just swap displacement for blur. In general there's a plugin to make filters like that easier called pixi-picture that's not yet ported to v5. However, you can do without it exactly the way like in codepen. You cant get rid of RenderTexture operations, they are required.
  21. Hello Matt I am Phaser 3 user and I want to compare another html5 game engine. and I have a projects need to create a Fruits ninja-like game and HTML5 3D game..... I find the template that create by CreateJs from Envato Market......so i am interested in createjs
  22. Why do you want to learn it? If you want to learn it then it must mean you already think it is good, surely? So you have answered your own question.
  23. Male Cloth - Low Poly - Game Ready [tested in engine] www.zagreusent.com Game & Animation Studio Follow us: https://www.facebook.com/ZagreusEntertainment https://twitter.com/ZagreusEnt [ AAA - indie price - zagreus zagreusent ze studio character concept high / low poly character & creature game prop weapon game rig and loop gaming animation production company studio india asia ]
  24. Hey, New games available for licensing. More details here: https://odiusfly.com I'm available for freelance works too. Thanks in advance, Kyriakos
  25. Why forum no CreateJs FrameWork on FRAMEWORKS discuss? I want to learn CreateJs to Create game? Is CreateJs a good html5 game engine??? Thanks
  26. NMN

    Brush Blur

    Hi All, I'm trying to implement a paint brush blur filter similar to the brush displacement filter here: https://codepen.io/PavelLaptev/pen/aLVbxG . Could anyone point me in the right direction? Thanks!
  27. I have a problem while create a group, that i want to add parameter to the children of the group. I logged the group, it showed that it was a list of children. But the next line i tried to interate them to set property for its child, the length of list = 0; I don't know how to deal with this problem, so... Thank you for reading this. This is my code: // this is in the GameScene create group function var bullets = context.add.group({ classType: Bullet, runChildUpdate: true, maxSize: 40 }); console.log(bullets.getChildren()); /* The log show that have a mount of child in it */ bullets.getChildren().forEach(element => { /* The none of children so the bullets.length = 0, nothing change to the pivot */ element.setPivot(pivot); }); export default class Bullet extends Phaser.Physics.Arcade.Sprite { constructor(scene) { super(scene, 0, 0, 'dan1'); this.pivot = 0; this.power = 1; scene.physics.world.enable(this); this.speed = Phaser.Math.GetSpeed(400, 1); // 400px/1s } preload() { } create() { } update(time, delta) { this.y -= this.speed * delta; this.x -= this.pivot * (this.speed / this.originalY) * delta; if (this.y < -50) { this.destroy(true); }; } fire(x, y) { this.originalY = y - 20; this.setPosition(x, y - 20); this.setActive(true); this.setVisible(true); } setPivot(newPivot) { this.pivot = newPivot; } }
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