Leaderboard


Popular Content

Showing content with the highest reputation since 06/20/19 in all areas

  1. 2 points
    cafelatte

    Pixi.Mesh gl_FragColor Alpha Channel

    Hi, I've tried to change the Alpha Channel on gl_FragColor on a Mesh, but it doesn't show a result as I expect. For example, on the pixijs.io example ( https://pixijs.io/examples/#/mesh/triangle-color.js ) void main() { gl_FragColor = vec4(vColor, 1.0); } If we changed the line into void main() { gl_FragColor = vec4(vColor, 0.5); } It doesn't show any difference. Is there any workaround/settings I need to adjust to use the alpha channel correctly? Thanks.
  2. 2 points
    void main() { gl_FragColor = vec4(vColor, 1.0) * 0.5; } We use premultiplied alpha everywhere. Instead of (r,g,b,a) we store (r*a, g*a, b*a, a)
  3. 1 point
    Thanks for posting your solution! I'm sure it'll help others
  4. 1 point
    I found the answer here: https://stackoverflow.com/questions/20295954/loader-requirejs-doesnt-respect-dependencies I must use this construction in RequireConfig.ts: shim: { "pixijs": { exports: "PIXI" } }
  5. 1 point
    Why are you worried about webGL on phones? All modern phones (and not-so-modern) support webGL. I don't have concrete stats on _how_ well they support it (i.e. performance) but I haven't heard anything particularly worrying about using webGL via the web on mobile devices.
  6. 1 point
    Thanks for the welcoming & prompt response Ivan. Been reading lots of your comments regarding Pixi and it helps a lot.
  7. 1 point
    Very good question, congratulations with first post!
  8. 1 point
    Technology aside, you may find that the user interface design of your 2,000+ Flash games aren't best suited to today's audience and devices? Specifically games from 10+ years ago were likely designed for desktop, mouse controls, small text, small buttons, cursor controls? Today the basic requirements are touch controls, big buttons, one touch play, and other modern streamlined approaches that might not be compatible with desktop game-design choices? So even if you used an auto-magical porting system to technically achieve what you ask (of which there are many), the result might not be worth using? For that reason I'd encourage you to consider cherry picking the best titles from the list and re-imagining them using modern tech (and modern cross platform user interface design). What percentage of your 2,000 flash games account for 80% of the game plays?
  9. 1 point
    permith

    The future of web games

    There's a point of investment for an HTML5 game where you say screw it and just go to a market front like Steam. For instance https://store.steampowered.com/app/368340/CrossCode/ Has reached Steam's monthly top sellers a couple of times. And there are quite a few other games on Steam that are actually HTML5 but don't bother to tell anyone. ____________ Which kind of leaves web portals with games that have much lower investment levels, attempts at gimicks, and similar. Basically it's hard to stay relevant, when it's hard to get games that are competitive/relevant. Also have you tried to use a portal recently, they're well terrible, slow, ad filled, full of distractions, clogged with login flyovers, and an all around nightmare to use.
  10. 1 point
    Sounds good, I am going to do it this way, thanks @ivan.popelyshev
  11. 1 point
    Wolfsbane

    bugfix for Panda2 p2 plugin

    Haha. 😂 Enpu's still around, and fixes things when problems are found, or add's new stuff. I think the communities just been a bit quiet. I've been pretty swamped to work work on any of my own stuff.
  12. 1 point
    Hamza Wasim

    Box Tower - An Addictive Game

    Hi! I have created a game called Box Tower. I worked a lot to make it run smooth. Here is the link to the game: https://gamedistribution.com/games/box-tower-1 Game Description : Box Tower is an addictive game. Drop the box that is moving on the other box. Touch, Mouse, And Keyboard all are supported.This game is compatible with Admob. This game is created using Construct 2. Game Instructions : While playing on pc or laptop use “Space” key to drop the box or press left click to drop the box. While playing on a smartphone or tablet, tap anywhere on the screen to drop the box. Game Features : Made with Construct 2 Full HD 1080×1920 pixels Touch, mouse, and keyboard support Sound effect Highscore I would like to have your feedback about the game. Thanks!
  13. 1 point
    espace

    Box Tower - An Addictive Game

    Cool concept but the graphics could be better, more attractive... The speed could be also faster. Have a good day.
  14. 1 point
    Good idea! I recommend to patch that part of texture, like `Object.defineProperties(PIXI.Texture, { frame: { set: { function ... " so it doesnt produce error but adds a warning somewhere, with texture name from cache or whatever. I have many hacks like that when i give my games to designers
  15. 1 point
    SlowCrow

    The future of web games

    There is Unity Tiny - It is in the early stages, but it should do exactly that: https://unity.com/solutions/instant-games
  16. 0 points
    TheBoneJarmer

    The future of web games

    Oh yeah, I remember reading that discussion. Well, to give my two cents. I think that discussion was pointless to begin with. I understand the question since there are not many popular hmtl5 games, but I would not call it dead, far from it. Web is a platform like PC, console and mobile. Most game devs use an engine like Unity3D or Unreal and export their game to platforms they can support. But games get exported more often to platforms where their game can run native because most games are too big to run smoothly in the browser. I mean, just look around and see how many devs actually created a 3D game in html5. Barely. And if someone did, is it probably low-poly. But that being said, that would be the only con I can think of. The biggest pro, and the reason I decided to go for HTML5 game dev, and not Unity or Unreal or any other engine, is because it is soooo damn easy compared to writing your game in C# or C++. I mean, all you need is a good IDE for web dev and your browser. And players don't even have to download your game. Heck, if you want to, you can put your game in a cordova container and export it to Android or iOS as if it is nothing. And just look at all the available resources. There are engines like Game Maker or Construct that allow you to export your game easily, as well as lots and lots of frameworks like Phaser, Pixi, MelonJS and so on. And also, since your game is actually a webpage, it can be integrated easily in many front-end technologies like Angular, ASP.Net, PHP and even NodeJS with Electron. That is also a very powerful benefit. Not to mention webhosting. I mean, a basic webhosting service is enough to host your game on since html5 games do not tend to be gigabytes big. Give it time. I admit I cannot think of a popular html5 game, but I am sure other forum members can fill me in on that one. I do see some gems once in a while. But those are often not only for web, but native too. They just have a web variant. You wont find yourself a whole RPG, but smaller games. But I like those, I am often very tired after work and to be able to play some small games while being half braindead is awesome, and very relaxing.