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  2. Ah! Nevermind. The answer was obvious. Just applied 24, 0 in the trim rectangle. Thank you so much!
  4. thanks Ivan! Worked like a charm myContainer.setTransform( widthPoint, heightPoint, scaleRatio, scaleRatio, 0, 0, 0, widthPoint, heightPoint );
  5. Okay, I figured out what you meant. I did this: const orig = sprite.texture.frame.clone(); const trim = new PIXI.Rectangle(0, 0, orig.height, orig.width); sprite.texture = new PIXI.Texture(sprite.texture.baseTexture, sprite.texture.frame, orig, trim, 6); That does allow me to use texture realignment potentially, but I would still need to have an offset. It still aligns it to the left, like if I'd used a pivot at (0,0) and then rotated it. See this reference: Basically, I need that platform to align where that red outline is (shifted 24 pixels to the right). How would I go about doing that?
  6. Yesterday
  7. Hi guys, I’ve been super busy this week creating custom music for a bunch of indie projects, but I did manage some more mad experiments with pixel art-style wood tiles...128X128. You can download them freely here: OGG MUSIC UPDATE: All of the music tracks on my Horror/Surreal page can now be downloaded as very high-quality Ogg files. Halloween’s not too far off, so I’ll try to create more creepy music tracks this month. Meanwhile, if anyone has requests for Ogg versions of tracks that haven’t been made available yet, just let me know and I’ll be happy to upload them for you. Enjoy!
  8. OK, I answer that question for 100th time Transform is calculated from position.scale.rotation.pivot. If you change "position" and "pivot" at the same time, you can get any origin. Here's how to use pivot, basically: Consider you have position pos and you want to rotate or scale around "origin" in local coords. that's how you do it: container.position.set(pos.x + origin.x, pos.y + origin.y); container.pivot.set(origin.x, origin.y); Why is that? Spend more time with pixi and you'll get it. Position is where you pin container in global coordinate system, pivot is in local, its like you pin two sheets of paper with a needle. You want to make container in center of screen? Set position to center of screen and pivot to your local center whatever you want to be , for example player character coordinates. As to why is there is no anchor - container width and height are calculated props, they are based on children, and if there would be an anchor - it will have very not obvious feedback.
  9. > it shows it really scrunched up because its trying to fit inside the original 48x24, but with a texture that is now like 24x48. You have to look closer in , it switches width/height exactly for that case. However, i think trim's "x" and "y" should be zero there, otherwise it'll be strange if you use texture inside an atlas.
  10. How do I change transform origin of a container? I am reading the docs and there is no anchor.set like sprites. This code apples the transform I want to all container children but it appears they are scaled from bottom left corner - I want to change this origin. myContainer.setTransform(0, 0, myRatio, myRatio);
  11. Well, the issue with rotating the texture is that it does it with the 48x24 limits. So when you rotate by 6, for example, it shows it really scrunched up because its trying to fit inside the original 48x24, but with a texture that is now like 24x48. See the reference image: The one on the left is three separate platforms, connected by 48x48 tiles, but they're at the top. The ones on the right are supposed to look like that platform, but rotated to face the right.
  12. Texture rotations are the best for this case. > since the examples I found also didn't work I think rotations work only if you also specify third and fourth param. just copy frame there const orig= texture.frame.clone(); const trim = new PIXI.Rectangle(0, 0, orig.width, orig.height); rotatedTexture = new PIXI.Texture(texture.baseTexture, frame, orig, trim, 8); I also recommend to use PIXI.Graphics beginTextureFill instead of sprite if you have many tiles.
  13. decrease the quality parameter -> less texture2D calls -> works on mobiles. I have better glowFilter, to be published soon
  14. I've been trying for hours to find a solution to this, and I can't seem to find one that works without disrupting the bounds / positions of the base object. What I have is a grid of 48x48 tiles, and arbitrarily sized sprites within them. For example, multiple platforms that are 48x24 and which can connect together. What I need is for the platform to be able to rotate left, right, or a half rotation (such that it's upside down). A flip would also suffice for the half rotation. I tried texture rotation, and that definitely wasn't what I needed. It just stretched the image very strangely for me within the platform. I then tried solutions like this: sprite.pivot.set( 0, 0 ); sprite.rotation = 270 * Math.PI / 180; obj.pos.y += 48; Technically, that positions it exactly where I need. The problem is that this doesn't work, because the collision system and bounds are handled separately outside of PIXI. In short, I need the *image* to rotate within the tile, but I need the x, y position to remain at the same location (the upper left corner of the tile). Bonus points if anyone can explain a proper X flip and Y flip, since the examples I found also didn't work (e.g. sprite.texture = new PIXI.Texture(sprite.texture.baseTexture, sprite.texture.frame, null, null, 8); )
  15. Hi all, There is one problem I use glowFilter, and on desktop it works properly, but on mobile it's turn off, and I don't know why. Maybe someone know what is the problem?
  16. Hey, it is a really nice game. I think the problem is right at the beginning. The game is not necessarily hard, but the controls are hard - those are two different things and the latter one is never fun. When you play on the desktop, clicking to move is really inconvenient. Perhaps arrow keys would be a better fit? Another issue is that the tutorial restarts from the beginning when you die, which was a deal-breaker and I wanted to quit. I tried to play again though, but when I entered the second level it was super similar to the first one - you just fly through a cave. If you have any variation in the gameplay (enemies, moving objects, teleport, whatever... ) you should probably show it in the first levels to give players a clue that something more is coming. Please do not take this negatively, I think this game has potential. It is really nice and I like that there is a story as well.
  17. More Art Works : Available for more art works! 2D Cartoon Art Work Game Assets Service : I can work on fixed price (based on my $14 per hour rate estimate), I do need a list of the assets to calculate. You can email me at for more details For Cost reference : Character Design : $7 - $28 (depend on details) +add $7 - $14 per animation (4 - 10 frames) (depend on details) Item $5 - $14 (depend on details) Background $14 - $56 (depend on details) Buttons $2 - $7 (depend on details) Etc. For a more accurate cost, give me a list, and I will calculate for a fix cost. If we have a deal, I will make some samples from the list to make sure you like the art style, if you approved then we move forward. etc. You can email me at for more details.
  18. > Is having another WebGL context underneath the player's is a viable option? How about performance? How about it on mobile? It works only on old mobiles. Of course in that case any shadow/glow will kill your performance completely. Use renderTextures.
  19. cacheAsBitmap and other solutions are based on RenderTexture. Its easier to use RenderTexture than find all the bugs in cacheAsBitmap. Learn how to use it, there are examples in examples page, and there is reference code in pixijs sources: As for how to make DropShadow/Glow/blur-based filters in general, there are options, but all of them require knowledge in blur filters. I have two general solutions are faster than current DropShadow, but I dont have time to publish it for last 3 months There were 10 requests like yours and i still dont have time to publish it, I'm sorry. > Or is it possible to "freeze" the map conatiner without being rerendered (not as bitmap)? DropShadow is processing bitmap. There are no vector shadows in pixijs, like there were no vector shadows in Adobe Flash. You can use alternatives for dropshadow, like , or make your own multi-pass filters that is juggling temporary renderTextures.
  20. Hi all, I'm relatively new to Pixi and searching for a good solution. I'm doing a PacMan like game. I have a 32x32 grid where I currently have 2 types of cells: Wall, Space. Walls are adaptive, meaning it knows if another wall is being it's neighbour and generates curve for corners for example. I'm using drawRectangle for vertical and horizontal tiles and drawLine with bezier for the corners. At the end I only use simple graphics, 2-4 per cell. This works fine until the point I add DropShadowFilter. I know, filters are expensive, but my goal is to have a glowing shadow around the wall that's dynamic and changing it's color (I think i'll never going to be able to do this in a performant way). The problems is that the grid always get's rerendered. cacheAsBitMap I can live without making it glow and just cache it. But it screws up the position of both the graphics and the shadow. Is having another WebGL context underneath the player's is a viable option? How about performance? How about it on mobile? Or is it possible to "freeze" the map conatiner without being rerendered (not as bitmap)? (I think I'll get a simple `no` for this ) What other solution would fit to this case (I can't use texture, map is dynamic both color wise, size wise, etc). Thanks in advance.
  21. Code Update: Added Rope-Swinging Features: -Jump up and Press E to climb up the rope, when you see red circle.
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  23. Hi there! I have released my first game on Kongregate, I've put a lot of efforts into it, and I can't figure out now - why it has so low rating? My only guess is that initially it was too hard and players who couldn't walk through the first levels have evaluated the game low. And now I'm working on it, trying to make game less hardcore. But maybe there are some other issues?
  24. > In addition, there may be multiple sprites on my stage. Yes, that looks like a Filter. But you can do the following: add flower inside cloth, and add a AlphaFilter on cloth. That way MULTIPLY approach can work The idea is that any filter forces pixi to use temporary FrameBuffer to calculate the result. I'm not against approach of custom filter - I supply you alternatives that are easier to do, and that cant be tested and debugged fast - then you can make your own filter when everything else (transforms) is already solved.
  25. In addition, there may be multiple sprites on my stage. I only hope that the flower only works on the specified cloth sprite without affecting other sprites, so I may not be able to use PIXI.BLEND_MODES.
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