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  1. Today
  2. Simple puzzle game with pixi https://quarkstargames.com/relax-blocks/
  3. In this indie game, we control a cat whose profession is to save the world against masked duzker aliens in a post-apocalyptic world from the 4000's. Controls: WAD: Movements Enter/Return: Use Espada de Sheris GameJolt Page: https://sketbr.gamejolt.io/eds GameJolt Page: https://Kittycreampuff.itch.io/eds Ko-Fi Page https://ko-fi.com/sketbr Merch Site https://edsheris.myspreadshop.com Credits Artist, Programmer and SoundTrack is @sketBR SFX and Samples is BandLab and YT SFX data Programs Game Engine is Gdevelop PixelArt Editor is Aseprite and Pixel Studio Music Prod. is BandLab *80% this game make on Android Smartphone and 20% make in computer for auxiliaries*
  4. Thx for a feedback! Dive into the world of .IO games, a genre of online multiplayer games that are easily accessible through web browsers and known for their simple yet interesting gameplay I think I have to first make it a multiplayer game to upload it there.
  5. Re-added the tools to GitHub (https://github.com/finlaymacklon/canvas-action-recorder, https://github.com/finlaymacklon/pixi-tooltips). Still working on https://github.com/asgaardlab/canvas-visual-bugs-testbed
  6. Great game, PS you should post it on https://iogames.forum to get some people to play it
  7. Great game, PS you should post it on https://iogames.forum to get some people to play it
  8. Yesterday
  9. Hey there fellow devs, I have a problem with my current project, here are some infos to start with: Running on ODROID C4 / ODROID N2 Android 9 browser: Bromite 83.0.4103.93 arm64_SystemWebView Pixi Verison: 7.3.3 So we have a UI with a lot of PIXI Texts in it and we currently are updating from PIXI 6.3.2 to PIXI 7.3.3 and the issue we are facing is the following: The y-position of the PIXI Text is changing everytime i start the PIXI Application. I have now used trim and padding to remove the transparent borders and now the text is staying in the same place always so my conclusion was, that there is a problem with the bounds of the text, right? But i dont want to change the TextStyle for hundrets of texts as this worked in the previous version of PIXI. I tried many things to fix it: tried different fontloader tried different font-family tried messing with the resolution tried updating transform / updateText() tried newer PIXI Versions tried other webview versions etc.. I am really running out of ideas now, so i would be very thankfull if you guys can help me. Unfortunately i cant make a direct reproduction for you cause this project is company property. I can try to make a minimal reproduction if it helps you? Thanks a looooot in advance!
  10. Last week
  11. Greetings Friends, I've been super busy creating custom music for clients, but I did manage to upload a new MP3 track that you can freely use in your projects, just like my thousands of other tracks. It's on my Sci-Fi 12 page: "ANCIENT ALIEN WORLDS" https://soundimage.org/sci-fi-12/ The Ogg version is available on Gumroad. CUSTOM WORK If anyone needs help with custom music, feel free to contact me...I'd love to help! 🙂
  12. I know this is a long shot considering this was almost a year ago, and Morder, you don't seem to be active. But can you elaborate a bit more about how you fixed this issue? I am running into the exact same issue. EDIT: Okay, I was able to figure out how to get this working. I'm updating my post to help anyone else that runs across this in the future. Based on Morder's code snippet, and looking through how classes like `Graphics` utilize blend modes, I extended the `Tilemap.renderWebGLCode` method to set the proper blending functions before rendering the tilemap. This could be done a handful of different ways, but I just updated the `Tilemap` prototype to "extend" `renderWebGLCode` like so: import { BLEND_MODES, type Renderer } from 'pixi.js' import { type TileRenderer, Tilemap } from '@pixi/tilemap' // Set up the type for the new method on Tilemap declare module '@pixi/tilemap' { interface Tilemap { _renderWebGLCore(renderer: Renderer, plugin: TileRenderer): void } } // Copy the original `renderWebGLCore` into a new method Tilemap.prototype._renderWebGLCore = Tilemap.prototype.renderWebGLCore // Overwrite the method to set the proper blendFunc and blendMode, then call the original rendering method. Tilemap.prototype.renderWebGLCore = function ( renderer: Renderer, plugin: TileRenderer, ): void { renderer.gl.blendFunc(renderer.gl.ONE, renderer.gl.ONE_MINUS_SRC_ALPHA) renderer.state.blendMode = BLEND_MODES.NORMAL this._renderWebGLCore(renderer, plugin) } Also worth noting that I am using Pixi v7.
  13. Ratchet & Clank: Rift Apart - Trailer (Sound re-design, new musical score and VO)
  14. I'm writing a clone of this famous game using free resources to study C++, Qt6, OpenGL, OpenAL, and Box2D. You can see a list of free resources here. For example, I took the sprites here: https://webfussel.itch.io/more-bit-8-bit-mario - Click this link to play in the browser (use WAD or arrow keys to move and jump) - Download EXE for Windows 10, 64-bit - APK-file for Android - Source code
  15. Once upon a Dungeon II - Dungeon Crawl Descend into dark dungeons, defeat challenging creatures and collect unique loot in this hardcore roguelike game. Once upon a Dungeon II - Dungeon Crawl is a traditional roguelike game with a scent of Slavic mythology. https://kotogames.itch.io/once-upon-a-dungeon-ii-dungeon-crawl If you prefer sandboxbox version it's at Steam
  16. Airtel Cricket Bonanza is a HTML5 game created for those who are passionate about this sport. This game is of two overs where players need to score as much as possible. What makes this game, even more, exciting is the rewards involved. Upon reaching a specific level the players can claim their rewards. Based on the scores you will be entitled to your rewards. Features Entertaining gameplay Easy UI Immersive gaming content For more information visit: https://www.redappletech.com/airtel-cricket-bonanza/
  17. In today's digital landscape, mobile applications have become integral parts of our daily lives. From social networking to productivity tools, there seems to be an app for everything. However, as the app market becomes increasingly competitive, developers are constantly seeking innovative ways to stand out and generate revenue. One such avenue gaining traction is the integration of HTML5 (H5) games within apps, presenting a promising opportunity for monetization. The Rise of HTML5 Games HTML5 games, built using web technologies like HTML, CSS, and JavaScript, have gained popularity due to their cross-platform compatibility and accessibility. Unlike traditional native apps, which require specific programming languages for each platform (e.g., Swift for iOS, Java/Kotlin for Android), HTML5 games can run directly within a web browser, making them versatile and easy to distribute. The Appeal of Embedding H5 Games Integrating H5 games into mobile apps offers several advantages for both developers and users: 1. Enhanced User Engagement: Games are inherently engaging and can significantly increase user retention and session duration within an app. By embedding H5 games, developers can provide additional entertainment value to their users, keeping them coming back for more. 2. Diversification of Content: Apps that offer a variety of content, including games, appeal to a broader audience. Embedding H5 games allows developers to diversify their app's content without investing significant resources in developing games from scratch. 3. Monetization Opportunities: Perhaps most importantly, embedding H5 games opens up various monetization avenues for developers. From in-game advertisements to virtual goods and premium features, there are multiple strategies to generate revenue. Monetization Strategies for H5 Games 1. In-Game Advertisements: Incorporating advertisements within H5 games can provide a steady stream of revenue. Developers can opt for banner ads, interstitial ads between game levels, or rewarded ads that offer in-game benefits in exchange for watching an ad. 2. In-App Purchases (IAPs): Offering virtual goods, power-ups, or additional game content for purchase can be a lucrative monetization strategy. Developers can implement IAPs to unlock new levels, characters, customization options, or remove ads for a seamless gaming experience. 3. Subscription Models: Introducing subscription-based models for access to premium games or exclusive content can ensure a consistent revenue stream. Subscribers can enjoy ad-free gaming, early access to new releases, or special in-game perks. 4. Sponsorship and Brand Partnerships: Collaborating with brands or sponsors to integrate branded content or sponsored levels within H5 games can be mutually beneficial. Developers can receive sponsorship deals, while brands gain exposure and engagement with their target audience. Best Practices for Successful Integration To maximize the monetization potential of embedded H5 games, developers should consider the following best practices: 1. Seamless Integration: Ensure that H5 games seamlessly integrate with the app's interface and user experience to maintain coherence and usability. 2. Performance Optimization: Optimize H5 games for performance and responsiveness across various devices and screen sizes to deliver a smooth gaming experience. 3. Data Analytics: Implement robust analytics to track user engagement, retention, and monetization metrics within H5 games. Analyzing user behavior can inform optimization strategies and monetization decisions. 4. Regular Updates and Maintenance: Continuously update and improve H5 games with new content, features, and optimizations to keep users engaged and encourage repeat visits. Conclusion Embedding H5 games within mobile apps presents a compelling opportunity for developers to enhance user engagement and unlock new revenue streams. By leveraging the inherent appeal of games and implementing effective monetization strategies, developers can create a win-win scenario for both themselves and their users. As the app market continues to evolve, embracing innovative approaches like embedding H5 games will be crucial for staying competitive and thriving in the digital ecosystem.
  18. Earlier
  19. The APP of Penguin Exit Path is available now on Google Play store. Download and play for free on https://play.google.com/store/apps/details?id=penguinexitpath.app
  20. Help Barbie to decorate her new bedroom. The game are easy to play, just push the right buttons from the left to create new furniture objects. Try to combine the objects colors to fit to the room colors. Direct link to play https://crazygames.cc/barbie-decorate-bedroom/play/ The Youtube video below
  21. Yup, thats the one. Just stumbled upon it.. Thanks @ivan.popelyshev
  22. Duplicate issue? https://github.com/pixijs/pixijs/issues/10342
  23. Hello guys, updating texture.frame (Rectangle) of a sprite does not work for me, it used to work in v7x, please can you share some inputs? Playground example
  24. Greetings Everyone! I have some brand new MP3 tracks to share. Free to use, as always, with attribution. They are: On my Funny 8 page: "THE PLASTERED PELICANS POLKA" https://soundimage.org/funny-8/ And on my Chiptunes 5 page: "PIXELTOWN R&B" https://soundimage.org/chiptunes-5/ Please don't forget to check out my higher-fidelity Ogg music packs here: https://soundimage.org/ogg-music-packs-2/ Enjoy...and keep creating awesome stuff! 🙂
  25. I am using pixi-legacy version 7.3.2 in my ElectronJS app. I am trying to create text using custom font (.otf font file) and add it to the stage of pixi application. Down below is demo version of how I am trying to achieve that but seems like pixi will always use some default font (Times New Roman in my case). One solution I found was to call updateText method on pixi Text instances but I dont like this solution as I dont wan't to save all the references to Text instances throughout the project. Is there any other solution? How to ensure that font is loaded before continuing with the code execution. Seems like async/await doesn't work here. import { Application, Assets, Text } from "pixi.js-legacy"; class testClass { font; app; constructor() { this.app = null; this.font = null; } async init(canvas) { this.app = new Application({ width: 600, height: 120, backgroundColor: "0xffffff", view: canvas }); // add and load font Assets.add({ alias: "font", src: "path/to/font.otf" }); this.font = await Assets.load("font"); // create text let txt1 = new Text("Some Text", { fontFamily: "font", fontSize: 60, fill: "0x000000", fontVariant: "small-caps" }); txt1.anchor.set(0.5); txt1.x = 300; txt1.y = 60; // add text to stage this.app.stage.addChild(txt1); } } export { testClass };
  26. I am using pixi-legacy version 7.3.2 and I am trying to create text using custom font (.otf font file) and add it to the stage of pixi application. Down below is demo version of how I am trying to achieve that but seems like pixi will always use some default font (Times New Roman in my case). One solution I found was to call updateText method on pixi Text instances but I dont like this solution as I dont wan't to save all the references to Text instances throughout the project. Is there any other solution? How to ensure that font is loaded before continuing with the code execution. Seems like async/await doesn't work here. import { Application, Assets, Text } from "pixi.js-legacy"; class testClass { font; app; constructor() { this.app = null; this.font = null; } async init(canvas) { this.app = new Application({ width: 600, height: 120, backgroundColor: "0xffffff", view: canvas }); // add and load font Assets.add({ alias: "font", src: "path/to/font.otf" }); this.font = await Assets.load("font"); // create text let txt1 = new Text("Some Text", { fontFamily: "font", fontSize: 60, fill: "0x000000", fontVariant: "small-caps" }); txt1.anchor.set(0.5); txt1.x = 300; txt1.y = 60; // add text to stage this.app.stage.addChild(txt1); } } export { testClass };
  27. I like to use Codelobster code editor
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