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  1. Today
  2. I am looking for the new games in facebook, like coral isle, but I dont know how to look for the new games.
  3. Yesterday
  4. you can create a container for those sprites and then you'll need only one "render" operation I dont know what do you mean by efficient here. Its one-time operation. Do you have like 1000 of them? Then "optimization" i suggested can help a bit. Btw, if you are using that for tilemaps - i strongly suggest not to do it. Tilemap discussions are big and you can search them through this subforum, there are better techniques.
  5. Thanks Ivan. It looks like the way to create a RenderTexture is by creating a sprite for each layer (including the initial "base" layer that the others will be added to): const dynamicTexture = PIXI.RenderTexture.create(130, 65), baseSprite = new PIXI.Sprite(resources.base.texture), layerSprite1 = new PIXI.Sprite(resources.layer1.texture), layerSprite2 = new PIXI.Sprite(resources.layer2.texture); app.renderer.render(baseSprite, dynamicTexture, true); app.renderer.render(layerSprite1, dynamicTexture, false); app.renderer.render(layerSprite2, dynamicTexture, false); Any way to bypass sprite creation and just use the texture directly, or is this the most efficient way to do this?
  6. And gamesdonkey you created an account just to say you received a payment from gamedistribution? That's suspicious I can confirm I never received payment earned until May 2019, and sending emails to those scammers did not help. I have removed all my games from and I recommend you to do so. Some publishers/developers already left GD, and because of that, they started new website, it's almost same as gamedistribution, same dashboard, and it has exactly same APIs as GD. Avoid those website, don't let them scam you. After all, without any doubt I can confirm that gamedistribution is the biggest scam ever in online games.
  7. use sprite width RenderTexture or a multiple sprites in a container,
  8. I have several textures created from PNG's (with transparency), and I would like to layer them onto a sprite so that they would effectively create one "combined texture". The problem is the Sprite object only takes a single texture. The reason I do not want to combine my textures into a single PNG file is because I want to dynamically layer different textures (using random generator functions in JS). So I think my two options, if possible, are: Create a new combined texture from the layered textures at runtime Assign multiple textures to a single sprite Is there an effective way to accomplish this?
  9. I also encountered that issue. I wanted to compress size with jpg images and realised that it does not support alpha channels by default. I'm using TexturePacker to create spritesheets There is a function to also create the alpha maps. It should be possible to load the images and the alpha maps to create the sprites. Does anyone have done this before and can tell me how to do this? If not I try try to adapt the solutions from this topic.
  10. try mix glitchFilter and displacementFilter
  11. hi everyone, i hope you are doing well, i need some help guys, i am new to pixi js, i have seen an animation on a website and i dont know how i can use this kindly let me know if you guys know about it kindly let me know how can i build such an animation with pixi js which is used in in the onload function
  12. Last week
  13. I usually make my game ouside of cordova. When using cordova, you will need to use some plugins (for ads, read or write files, whatever you need). When I am developing I use dummy files with those apis, so I can develop from the start with that in mind. When the game is complete, I create a cordova project with all the configuration and plugins I need. Then, I create a batch file, that copys the bundled files and replaces the dummy apis with the real ones. Then I can publish and test it on mobile. When I want to add new features, is the same. Develop outside of cordova, use the batch to replace only the game files, and build and deploy again in cordova. My games work on the browser without cordova (although they are limited, because I don't use replacements for the cordova plugins, as I build only for android). Although my games should be able to run on ios, I don't have a mac to build the game neither devices to test.
  14. still "new PIXI.Texture(baseTexture, frame, trim, orig, rotate)". Frame is obvious, but sometimes you need extra stuff, and i cant explain other params in this thread, look in the docs. After 2-3 fails you'll get it I dont know how to make it easier. If you want to make it even easier - propose an API for it. Yes, sometimes in private code I use methods that actually cut texture region to more texture regions, for example for NineSlice or to sort objects in isometry and cut sprites with multiple vertical lines. This is one of such attempts for pixi-v4: but it doesnt have nor good API's nor docs.
  15. I've seen this question before, has anything changed? I need to get texture(s) from spritesheet, sometimes texture needs to be cut in several ones and placed in different sprites, previous answer only took texture from img src and it was something more complicated than it should be for task this simple
  16. Thanks for trying to making my job easier. The more stuff we make, the easier it will be to answer all the newbie questions. I'm also looking for the moment when i'll be able to integrate everything together - docs, wiki, hacks, examples, tutorials.
  17. This is an official link to original book examples: I will public examples on: Playground. You will be able to see a code and a result. I use complication to AMD modules (Asynchronous Module Definition) and the RequireJS library to load AMD modules GitHub Pages. I use compilation to CommonJS modules. I bundle JS files to bundle.min.js using Browserify and minify it to bundle.min.js using UglifyJS Source code on GitHub: will be later I will NOT use Webpack, Gulp, Grunt and so on. I will find an instruction how to build examples. I will public the instruction on GitHub in the file. Note. Release version is loaded more quickly, but on playground you can see a code, you can make a fork, change the code and save it with new link. Hello World: playground, release Displaying the canvas: playground, release
  18. ivan.popelyshev


    AnimatedSprite and videos aren't compatible. One is a sequence of textures, maybe packed with texturePacker. Another is an html <video> streaming to texture, and it gives you much less control and more problems. As for chrome v76, we made a fix for that: , here's the build:
  19. jonforum


    that's mean you not finish load the video. You need load the video before in a loader. If i remember, when video not finish load and you try create sprite, size will be 0.
  20. it remember me the demo tarVK I dont think the good english word was waterFall. maybe search with those key first in googe image `noise sound grafic fall` when you will found how this call, you will easily found demo
  21. I'd say that is a perfect use case for 2d canvas as with that you can scroll the whole content and draw only one line. Would make the thing pretty efficient. Something like this: //Code might contain errors. Writing without checking. //Setup ctx.imageSmoothingEnable=false; //Dont use image smoothing to allow copy to go pixel perfect. //Draw function drawPoints( lineImageData ) { //Copy old canvas with offset. ctx.globalCompositeOperation = "copy"; ctx.drawImage( ctx.canvas, -1, 0); //Reset composite ctx.globalCompositeOperation = "source-over"; ctx.putImageData(lineImageData, ctx.canvas.width-1, 0); } As you dont have need for continous animation I'd say use 2d canvas for creating the audio waterfall image and if you need something more dynamic around the image or you need to move that, then you can wrap everything around pixi and use the waterfall as just a texture.
  22. What I want to do is actually something like this. Will keep coming 30k point continuously. Last points will be added to the top of the canvas. At other points it will go down. I was able to do it using PutImageData. But I don't know if it makes sense to use WebGL for a 30k dot. If it makes sense, I would consider switching to WebGL with PixiJS. But I have no idea how to do it using Pixi JS.
  23. Unless you have a good plan and ensure the proper management of resources, things can become very difficult. It is also possible that your final game app would be filled with glitches and bugs. Here is a short guide to help you avoid these issues and ensure the proper development of your mobile game:
  24. Will the dots be moving or is it just static? If it's static content then you could do that really easily with a 2d canvas using putImageData and use that canvas as a texture. Or if those need to be moving then you could do them each be a 1x1 pixel sprite. 30k sprites should be ok. Or you could render them as dots with a custom shader which would allow you to have millions of them.
  25. Hi Yashash, I am keen to hear about your opportunities. I have over 6 years experience with Phaser and Full stack JS. Regards Jack
  26. Thank you very much I received my payment smoothly.
  27. Actually I don't water simulation. I do an audio waterfall and I couldn't find a way still. I make would like the following using WebGL with PixiJS. There will be about 32768 dots.
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