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Showing content with the highest reputation since 05/18/19 in all areas

  1. 2 points
    Rezoner

    SpriteStack - 3D Pixelart Editor

    Ahoy there. I have just released a standalone version of my voxel editor where you draw models layer by layer like a 2d image. It features very neat spritesheet exporter with my handcrafted retro renderer made in WebGL. Please take a look at https://spritestack.io/ to get more info. I am also glad to anwser any questions.
  2. 2 points
    Dumadu

    3d Highway Racer

    My 3d game in html5. Looking to provide non-exclusive licenses of this game https://playcanv.as/p/f5b2f1db/ Contact me for more details: arif@dumadu.com
  3. 2 points
    Thank you for your answers! I was thinking about creating a custom tools, but I figure this should be a fairly common issue so there had to be a solution out there I didn't know about that PS to Spine exporter, that looks really promising! I'll take a look at it! Thanks!
  4. 2 points
    Gio

    Cardlings, a digital board game

    Hi everyone I've made a tactical strategy game (single and multipalyer) with the help of some very talented people, including some active users of this forum too. The game will be availble on Steam from June 5th for Windows, MacOs and Linux. Android and iOS versions will follow. Please check out the Steam page or the game's official site for more info. The game was made with our own game engine (WADE) which is free to use if you want to make your own games with it. I'll be writing some blog posts about the development of the game (what went right and what went wrong) as soon as I get a chance.
  5. 2 points
    Trump's Wall Game started out as a joke but somehow manifested into something that is...still a joke. It's a persistent world with one thousand nine hundred and sixty virtual miles along the border. Choose either the red team (builds wall) or the blue team (breaks the wall). Then go nuts and build or break away. Trump's Wall Game is a living breathing thing so any changes you make will be reflected for the rest of the world to see. Oh, we also hired a Trump impersonator to do the voices. That in itself is worth checking out. Enjoy! Play the game here: https://meowyorktimes.com/wall.html Game was created by a three man team in a few weeks. A designer (me), a developer and an artist.
  6. 2 points
    YMShen

    Text smooth scaling / text mipmaps

    I'm glad you that my old plugin can offer some help It is still at an early stage and only tested in pixi.js v4.7. Don't even have a README yet. Since pixiv5 have breaking changes in mesh & bitmap font classes, I still need time to learn and adapt. PR is welcomed! Take this snippet as a quick-start if you don't want to clone my repo and build it yourself: https://jsfiddle.net/g04xLqdh/ BTW: Here is a command line tool to help you generate MSDF bitmap font assets: https://github.com/soimy/msdf-bmfont-xml
  7. 2 points
    ivan.popelyshev

    Making GUI in 2019 with Pixi

    Do the right side with react, field with pixi. problem solved. The biggest collection of pixi ui elements is https://github.com/pixijs/pixi-ui/ but its not documented nor is it moved to v5 and typescript yet. Text input: https://github.com/Mwni/PIXI.TextInput SDF fonts: https://github.com/PixelsCommander/pixi-sdf-text , https://github.com/avgjs/pixi-richtext We are working on moving all plugins to v5 and we are making new tutorials. I hope in half of year we'll have complete set of stuff for games, but right now its not the case, so go for React to save time.
  8. 2 points
    Are you sure you didn't turn on Battery Safe Mode when trying Cordova?
  9. 2 points
    I wrote an article on this. Thoughts welcome! https://medium.com/@michelfariarj/scale-a-pixi-js-game-to-fit-the-screen-1a32f8730e9c
  10. 2 points
    Exca

    Redrawing only when needed?

    I have a method where I have two different changes that can happen in the scene. Tweens and handlers that get run every frame. For tweens I check if amount of active tweens creater than 0, then it means that something is changing. For onrender-handlers I have a custom component that allows for components to register themselves to get onrender -events and their return value will tell if something has updated. If either tween has updated or any of the components requires rendertime, then that frame is rendered. Otherwise no render will occur. In some cases this can be improved by splitting the scene into multiple canvases. One that gets updates rarely and one that holds the actual gameplay and is updated frequently. Though using that method is something that should be clearly thought out beforehand or you'll end up with multiple canvases to render each frame. Having render loop stop completely is something that you shouldn't do. As calling requestanimationframe is really cheap and not worth the trouble to build a mechanic with renderloop cancellation. Easier to just skip rendering on frames that dont need it.
  11. 2 points
    Anchor and Pivot are your friends. If you don't wish to use them because you want to maintain left alignment then consider using a child Sprite, or other arrangement of Containers. Then you can freely adjust the anchor (or pivot) of any child, do the transformation as would be intuitive and the parent will be unaffected. There is minimal overhead in using children and they can improve code readability and maintenance. The alternative (using a single Sprite) involves translating (x=-width) before the flip (scale.x*=-1) or rotation, then translate back again when done. It's unlikely to feel as intuitive - and is likely more prone to mistakes or confusion later?
  12. 1 point
    Code above (within a function called animate_head). Won't log "LOOPING" or stop, but the animation displays on canvas and loops infinitely. Have been looking through forums and have no clue. The stop() call is just so I know the onLoop is working. With or without that line, still doesn't log.
  13. 1 point
    Working on porting code from an old angular app to vue and am very new to PIXI. Upgraded PIXI to latest version. Issue I am facing is, the page renders fine the first time but when I go away from the page and come back I see this error in console: I am using the loader as so: const PIXIloader = new PIXI.Loader() I tried using PIXIloader.reset() before calling the PIXIloader.add() but doesnt seem to work and when I console.log the PIXIloader I still see the resources in the loader. If I manually reload the page it works fine.
  14. 1 point
    @linhcophu I believe that every API has a sample code in the documentation I shared with you (shareAsync does, at least)
  15. 1 point
    @linhcophu The only API you can use are the one from the Instant Games SDK: https://developers.facebook.com/docs/games/instant-games/sdk/fbinstant6.3
  16. 1 point
    Using pixi.js v5, I'm trying to fill a polygon with about one hundred vertices using Graphics.drawPolygon(), but the polygon is drawn incorrectly. When I reduce the number of vertices to about 50, then the polygon is drawn correctly. Is there any limit (near 100) to the number of vertices that Graphics.drawPolygon() can draw? Thanks.
  17. 1 point
    Finally I found the solution in 43061-poor-performance-on-panning. My polygon coords where too big (in the order of 10^8). What mostly misleaded me was that batched polygons where draw ok, but not batched ones where drawn wrong. I've solved the problem by making graphics.position equal to the polygon center and, consequently, reducing polygon coords in the order of 10^4. Thanks for your help.
  18. 1 point
    it maybe a engine issue. Firefox use mozilla right ? chrome,edge,vivaldi use chromium engine. maybe try search in the web with thoses keyword. `mozilla` `memoryleak` `canvas` `webgl` `refresh`
  19. 1 point
    left is global mem and right gpu mem from your navigator. do those value grow when you refresh your navigator and snapshot each time? it should not
  20. 1 point
    aldrin.thomas

    Text Quality

    Hey guys, I am facing some issues with the text quality. My canvas size is 1280x720 and I am displaying it in a 1920x1080 screen. Thus my text becomes blurred. Please help me out to improve the text quality.
  21. 1 point
    Not just webgames, any games! Not just games, any applications! The easier you make it for people to just get going, the less friction they have, and the more likely they are to get to the 'am I having fun?'. Games like Dwarf Fortress take a lot of effort to get going, they lose a lot of players before they get to the 'am I having fun?' question. Affordance theory (presented initially by Gibson) is the theory that objects 'project' their usage, the normal example is a door handle, the shape of the handle implies gripping and turning, you can argue whether this is learned or innate but you can not argue that almost every one on the planet knows how to use a door handle without thinking about it. The holy grail is to get your game/UI/app so intuitive that users just naturally fall into a 'pit of success' and are able to perform the actions they need to to meet their goals, i.e. win the game. I'd argue that advanced users might want more information, but, ideally that information should be in-game. The opposite view to this was popularised by Minecraft where players were encouraged to discover mechanics together, usually outside-of-the-game (at least initially) via the internet (youtube, forums, etc etc). Minecraft is a bit of an outlier for many practises though, but, its an interesting game mechanic to explore, of course, you need to player base in the first instance to be able to explore it.
  22. 1 point
    Hi, I'm hoping you can share some ideas with me! I'm making web based games with Pixi.js and I'm having a bit of a hard time working with the graphics design team (this is not a developers vs designers issue!). I'm trying to find the best workflow that might help us both do our jobs faster, but I can't seem to find the right tool for it! The designers sketch and build the app in Photoshop, and I work in Typescript with Pixi. So... what we've tried so far was: they sketch up in PS and then generate all assets with TexturePacker, leaving me with a json file which I can easily import into my game. The downside of this is that I have to position every asset and create every container manually (or rather using a config file, but still that's kinda manual work). Our second attempt was that they sketch up in PS, then export that to Adobe Animate, and using the PixiAnimate plugin, they then create the files for me to use. This has improved our workflow, because I don't need to position anything nor create the containers, but there are still some flaws as they are not able to test interactive elements (they can't see how a button actually reacts unless I implement it), and I would love to not depend on Animate which seems fairly deprecated nowadays, and on an external plugin which is out of our control. Plus, designers (at least ours) do not think as programmers, and they don't make variable names easy for us. PixiAnimate creates objects using the instance name they put on Animate, but they don't follow any guidelines. If they have four items of the same group, they call them "item_1", "item2", "this_is_the_third_item", and "last_one". If there's a tool that can validate this prior to exporting (setting some kind of rules, like prefixes for elements), that would be awesome. So yeah, I'm asking for a magical tool. I know it doesn't exists, and I know some adjustments are necessary on both sides, but I'd love to hear from you guys, how do you work with your graphics team, what do they use and how do they deliver the assets to you! Thanks!
  23. 1 point
    If you absolutely have to provide detailed game instructions, particularly to beginners, you're doing something wrong...
  24. 1 point
    ivan.popelyshev

    Poor Performance on panning

    Hello! Welcome to pixijs community! There are many ways to improve performance of certain elements : graphics/sprites/meshes/whatever. Lags can be two types in this case: 1) your polygon coords are too big and shader precision is not good enough to pan properly. in this case use small coords, move big part to "graphics.position" 2) FPS is low. drawcalls/shader change/other stuff. Its fixable but it requires long lectures or a demo. 3) its interaction lags. I dont remember if anyone had that , but maybe its possible. PixiJS actually checks ALL polygons, it doesnt matter if they on screen or not, there's no vertex/shape culling in pixijs. Please give us more information or demo.
  25. 1 point
    On my team, when making games with PixiAnimate, typically there needs to be a fair bit of communication between the developers and designers. One thing that can make this process easier, especially with designers less experienced with Animate is if the developer creates a structure in Animate with "programmer art", with instances names, etc already in place that the designer can then open up and make changes to. This way, there is already functionality for things like buttons and the designer can see their changes in context right away. Early in a project, there needs to be a tight communication loop between designers and developers, but toward the end of the project, it's very easy for designers to independently go in and make updates. PixiAnimate is open-source, so while it's not totally in your control, you could start using your own fork of the plugin (not preferred), or make improvements and submit a pull request back to the main project (much appreciated!). PixiAnimate is not the perfect tool for every project, but it is great for getting designers more involved throughout the project, taking a lot of the burden of making visual updates off of the shoulders of developers. The biggest "gotcha" bug I'm currently aware of is with text objects on an animated timeline - there are some issues with exporting the positioning of text when its position (or existence) changes over the course of a timeline. This can be worked-around by containing the text in a Symbol before animating it. PixiAnimate is not yet compatible with Pixi.js v5, which was released about a month ago, but I expect to have it updated by the end of the summer. For validating naming conventions, perhaps you could try writing a JSFL script to run as a Command in Animate. Speaking of JSFL scripts, this one is very useful for working with PixiAnimate, it non-destructively converts a layered timeline into bitmaps (and also back to the original art), which is useful if you have complex vector or compound bitmap graphics, or need to rasterize an large object at the size it is being used: https://github.com/SpringRoll/FlashToolkit/blob/master/src/Commands/Utilities/Copy Layers To Bitmap.jsfl
  26. 1 point
    Arludus

    Cyberpunk Night Club

    Hi, i present you my new game, created to Cyberpunk Game jam with construct 2. Cyberpunk Night Club is a management/simulation game with a little story, you have to play with the mouse, club evolve by buying equipment, make money and fight the enemies. It's Html5 game, playable in browser in itch.io : https://arludus.itch.io/cyberpunk-night-club https://www.youtube.com/watch?v=AwDFWMF48D0
  27. 1 point
    Gio

    Cardlings, a digital board game

    I have written a blog post with some details about the development process. You can read it here. The idea is that in each part I'll cover one thing that went right and one that went wrong. In the first part: - What went right: client-server architecture - What went wrong: building on top of prototype code I hope someone will find it useful Also, the game is now available on Steam!
  28. 1 point
    You mean 7 offline bots.
  29. 1 point
    @ivan.popelyshev I followed your suggestions and pixi started to work. Thanks!
  30. 1 point
    Firefox as well as Chrome both have some strange layout sizing problem .... This is a screen I stuck after loading complete (buttons/clicking doesn't work) Oh i'm sorry i didn't notice this...
  31. 1 point
    Looking at the github basic usage example => Why is the ticker nested inside the loader? const app = new PIXI.Application(); document.body.appendChild(app.view); app.loader.add('bunny', 'bunny.png').load((loader, resources) => { const bunny = new PIXI.Sprite(resources.bunny.texture); bunny.x = app.renderer.width / 2; bunny.y = app.renderer.height / 2; bunny.anchor.x = 0.5; bunny.anchor.y = 0.5; app.stage.addChild(bunny); app.ticker.add(() => { bunny.rotation += 0.01; }); }); I am comparing to this example (https://pixijs.io/examples/#/demos-basic/tinting.js PIXI.Sprite.from(... Is there a significant difference between this syntax? new PIXI.Sprite(... Also in this tinting example they are setting: dude.turningSpeed = I don't seem to be able to set these type of custom properties using the Github basic usage example. I created this codepen that shows the problem I have of all sprites acting together https://codepen.io/jswtch/pen/gJBaBz?editors=0010
  32. 1 point
    pixijs v5 typings are in the same pixi.js package. You dont need to install @types
  33. 1 point
    shlajin

    Text smooth scaling / text mipmaps

    I found a demo of MSDF and the animation looks amazingly smooth! That's what I needed, thank you so much for the keyword to google For any others wondering, this what I found https://github.com/soimy/pixi-msdf-text
  34. 1 point
    I have a general idea about that kind of things. "maintain a window of x2 camera size, refill or spawn new elements when camera touches it, move the window.". I have implementation here : https://github.com/ivanpopelyshev/pixi-starfighter , but it requires hour or two of investigating the tilemap. Its very rare that people understand this thing from one sentense , but I do not have any other ideas how to explain it except that code. You need a window and if there are lag spikes - you need to add chunks to it.
  35. 1 point
    Here's project without docs : https://github.com/eXponenta/pixi5-playables-boilerplate , it has big number of hacks to store everything in one file, I'm sure you can strip it down to make an example. Dont forget to star it. It has gulp, but I dont think its possible to survive with just browserify. For example, I have projects that rely ONLY on typescript, but I never had something that has only browserify+ts, its usually more than that.
  36. 1 point
    I'm sure your thread was noticed but its difficult to answer right now
  37. 1 point
    Here is one example: https://github.com/llorenspujol/parcel-pixijs-quickstarter Is a simple quickstarter project with PixiJs and Typescript using Parcel. Here are it's default scripts: "test": "karma start", "start": "npm run clean && parcel src/index.html", "build": "npm run clean && parcel build src/index.html --public-url ./", "build_serve": "npm run build && http-server ./dist", "clean": "rimraf ./dist ./.cache" In order to build the project just run 'npm run build'. If you want also serve it, just run 'npm build_serve' (it uses http-server in order to serve it as you). About the disk space, having the dependencies globally is not the best solution and it has a lot of troubleshoots. There are many other ways in order to 'share' dependencies between project more safer and efficient than that. You can have for example a 'monorepo' like infrastructure, in order to achieve it. Check it out yarn workspaces and the lerna project, I am sure it will make you re-think the way you are managing your projects. One HUGE advantage of that, is that it will enable you to share ALL your dependencies, not only Browserify and Typescript. With this improvement, you will no longer need to zip/unzip your project anymore, since most of the MB you see now when zipping/unzipping are from the node_modules. So in resume, check it out to move your examples into a monorepo-like infrastructure. With that, you will solve 2 problems: 1- Share ALL dependencies (and do it safely), since now you are only sharing Browserify and Typescript (as far as I know) 2- Avoid zipping/unzipping your project, that I am sure that is a costly extra step. That of course you can automatize or whatever, but you can get rid of it with this solution. If you need some help about that 'monorepo-like' infrastructure, you can DM me.
  38. 1 point
    Hahaha I cryed of laught here. I will change to javascript and wait not have so many troubles as with typescript. Thank you.
  39. 1 point
    i use this on my side But my app are intended to be played in full screen, frame and scale mode are luxe feature. requestFullScreen() { var element = document.body; if (element.requestFullScreen) { element.requestFullScreen(); } else if (element.mozRequestFullScreen) { element.mozRequestFullScreen(); } else if (element.webkitRequestFullScreen) { element.webkitRequestFullScreen(Element.ALLOW_KEYBOARD_INPUT); } else if (element.msRequestFullscreen) { element.msRequestFullscreen(); } this._fullScreen = true; }; cancelFullScreen() { if (document.cancelFullScreen) { document.cancelFullScreen(); } else if (document.mozCancelFullScreen) { document.mozCancelFullScreen(); } else if (document.webkitCancelFullScreen) { document.webkitCancelFullScreen(); } else if (document.msExitFullscreen) { document.msExitFullscreen(); } this._fullScreen = false; }; scaleToWindow() { const canvas = this.view; let scaleX, scaleY, scale, center; scaleX = window.innerWidth / canvas.offsetWidth; scaleY = window.innerHeight / canvas.offsetHeight; scale = Math.min(scaleX, scaleY); canvas.style.transformOrigin = "0 0"; canvas.style.transform = "scale(" + scale + ")"; if (canvas.offsetWidth > canvas.offsetHeight) { if (canvas.offsetWidth * scale < window.innerWidth) { center = "horizontally" } else { center = "vertically" }; } else { if (canvas.offsetHeight * scale < window.innerHeight) { center = "vertically" } else { center = "horizontally"; }; }; let margin; if (center === "horizontally") { margin = (window.innerWidth - canvas.offsetWidth * scale) / 2; canvas.style .marginTop = 0 + "px";canvas.style .marginBottom = 0 + "px"; canvas.style .marginLeft = margin + "px";canvas.style .marginRight = margin + "px"; }; if (center === "vertically") { margin = (window.innerHeight - canvas.offsetHeight * scale) / 2; canvas.style .marginTop = margin + "px";canvas.style .marginBottom = margin + "px"; canvas.style .marginLeft = 0 + "px";canvas.style .marginRight = 0 + "px"; }; canvas.style.paddingLeft = 0 + "px";canvas.style.paddingRight = 0 + "px"; canvas.style.paddingTop = 0 + "px";canvas.style.paddingBottom = 0 + "px"; canvas.style.display = "-webkit-inline-box"; return scale; };
  40. 1 point
    I can explain what I want using the example. This example uses Babylon.js, TypeScript and it draws a cube. You can run it on Playground: click to run This is an archive with source code: color-cube_babylonjs-typescript.zip This archive requires only 1.34 MB. If you unzip it you will see that it requires 7.52 MB. It is good because it allows to create a lot of examples for studying and it will not spend a lot of space on my laptop. If you have the browserify and typescript that is installed globally you can bundle the "Program.ts" and "Game.ts" files using this command: npm run release-client The "bundle.min.js" file will be created in the "dist_client" folder. You can just open the "index.html" file in your browser. I use "http-server" module to run examples. I need a similar archive with very simple Pixi.js example that contains a few TypeScript files. My "release-client" command looks like this in the package.json file: "scripts": { "clear": "rmdir /s /q dist_client", "compile-debug-client": "tsc -p tsconfig.debug.client.json", "compile-release-client": "tsc -p tsconfig.release.client.json", "bundle-release-client": "browserify dist_client/Program.js -o dist_client/bundle.client.js", "uglify-release-client": "uglifyjs dist_client/bundle.client.js -o dist_client/bundle.client.min.js", "release-client": "npm run compile-release-client && npm run bundle-release-client && npm run uglify-release-client" },
  41. 1 point
    Russian english here. Thank you! I just had a trip through Sochi, Barselona, Ibiza and Palma visiting major pixijs users and helping them for food I'll board plane to Moscow in a hour. hm, looks like CoffeeScript is the thing that you need 😃 CakeScript doesnt exist, unfortunately. TS is good for people who came from Java/C#/ActionScript3. However it adds complexity for all the tools and plugins. I use TS only with namespaces and simple concatenation with "tsc" tool. I copy "ts.d" files into separate dir to know for sure that typings that i use correspond to the version. It really helps if you have like 50k or 1m lines of code. Yes, you need balance between configs and language. People prefere very difficult configs and tools right now, I'm stick to basics. "references.ts", "tsconfig" and "ts.d" files are analogues to makefile, configure and includes. And webpack is piece of .. js tech.
  42. 1 point
    1 should work, you can just add "app.stage.scale.set(yourScale)" and change position if you want to add letterbox. Usually I position canvas itself, and scale the stage.
  43. 1 point
    ivan.popelyshev

    Growing RenderTexture

    Here's what I did: https://github.com/gameofbombs/pixi-super-atlas This is a public version of something that works in commercial production project. Its for v4 and it uses great hacks that emulate v5 TextureResource. I didnt move it to v5 yet. There's not much docs, but you can understand whats in the functions. https://github.com/gameofbombs/pixi-super-atlas/tree/master/src/core Here look in "Add" and "repack" : https://github.com/gameofbombs/pixi-super-atlas/tree/master/src/core Its the known algorithm, its used by all packers (with modifications of course) . Your algo looks like some modification of bucket algo, it is fine for certain cases but it will be better if you also know what other packers do, as a reference.
  44. 1 point
    !untrue

    Redrawing only when needed?

    How I usually use Pixi is that the render loop will just keep going. Which is fine for things that are undergoing constant change and interaction, but I'm considering using Pixi for something more static... something that'll display a certain thing.... be interactive and respond when needed, but really be doing nothing most of the time. What I'm concerned about is the idle CPU usage... it uses a relatively small amount of CPU to leave the whole thing running at 60fps doing nothing, but it feels inefficient and wasteful. (As a user of an older mobile device, it really drives me nuts when I encounter a site that's inexplicably a performance pig.) I'm just curious what other people are doing in these situations, and how you approach this. Does it make sense to exit the render loop when everything is finished updating, then have an event put us back in? Can you stop/pause Pixi itself? Or is this just more trouble than it's worth?
  45. 1 point
    I've been struggling to find a bit of paid work lately, so I have been working on a set of assets that I intend on packing up into an asset pack, the character is in the style of a project that I am currently working on in Phaser 3 titled: "Karzak The Slayer" where you play as a barbarian that has had his victory feast stolen by some mischievous goblins. The tile are nothing alike that project's tiles but any way, I was hoping to supplement the income I have from the days or work I find labouring here and there or odd contracts and this was the best way I could come up with. I started thee project when I was homeless which wasn't too long ago, and a friendly donation from a member of a game development community helped me out of that situation, where I am now under a roof and attempting to get things back up and running, struggling to find work is quite stressful and having my laptop stolen recently, I lost much of the work I would have used for my portfolio, so I decided to start this as a new portfolio piece and as a potential trickle of funds that I would divert to things like my Karzak project IF it gets anywhere. I started this post because I don't quite know of anywhere to post about it, collect feedback or opinions and the like, being an artist I struggle to think of what a programmer or non-creative would consider when looking for a pack of assets for use in any kind of development. I have tried many places like the itch.io devlogs, facebook and other sources to attempt to get some feedback, but people just like or share and rarely read the posts on facebook, which doesn't help when you're seeking information! So if any of you have some time (I apologize in advance if this isn't a good place for this kind of post) I do have some questions not only regarding where would be best for this kind of discussion but about the pack itself (I will share links below) To consider purchasing an asset pack, what do you consider essential? When looking at a character's animation set for a project's prototype asset or final asset, what animations are rarely there when you're developing your prototypes and have bought an asset to use? Do you prefer to get a whole set of assets intended to be used together or do you mix and match? ... I do have more questions but I have a doctors appointment that I cannot miss and time is getting on, I will add more later. Asset Pack Previews: Album link - https://imgur.com/a/r4qs6Dy The above link contains animation previews of both the character and a handful of the enemies, UI previews and some basic tiles I've made. All of the tiles are at 16x16. Monkey Boy Character Asset: I genuinely struggled when it came to the character, I had no idea of what to create, my mind was completely blank, but I didn't want to sit around doing nothing and I hit a creative block in the level design for my project Karzak, so I felt that I needed a little break... Anyway, a random thought came to me about Monkeys and so I decided to make a Monkey-like-Man or as it turned out, boy, and that's how the character was spawned into existence. The style of Karzak was well received and that was just with the prototype art so I decided to use a similar style with these assets and I hope that is instilled in the character, these previews above are not finished though and will get a lot of polish before they are released, but that style will remain the same throughout. Hopefully you can tell that the run style is intended to be a man/boy mimicking a monkey's run. The animations that caused most issue where the jump which there isn't a preview for yet, and the death, I couldn't figure out how I wanted it to look, there will likely be multiple death animations eventually though as I intend on updating the pack a little even once the baseline set is polished and released. At first I wasn't quite sure about the character, I was really unsure in fact about how it looked but it grew on me and now I quite like it! The Snail Enemies: The idea is that these enemies would be able to transition to a vertical climb obstructing the player at times or causing the player to have to get hurt to avoid a greater or stronger enemy, but these blue ones can only move in one direction, whereas another coloured variant would be able to turn around and move the other way, following the direction of the player but sticking to whichever surface they are still on. There is intent on adding an enemy that does this but can hop to local tiles in pursuit of the player. There is a slime enemy that is not yet finished, A giant fish that leaps out of water to get to the player across certain deep water gaps, plant based enemies that are ranged and melee that can leap out of the background to strike the player based on many variations in mechanics or triggers. Conclusion: There is still a great deal of work left to finish on these assets, and it is at this point, taking some time away from my project Karzak, but I am having fun and hopefully it helps a little in the long run with supplementing a little trickle of funds towards it. In any event, it will help me update a new and fresh portfolio with some content that is consistent. I hope to get some feedback from potential users or people that have used assets in the past. -------------------------------------------------- Karzak The Slayer: Title Screen Logo - https://imgur.com/8jLPwa0 Character & Enemies - https://imgur.com/l8yYjHY Old Phaser 3 Demo Screenshot - https://imgur.com/S0fseQt Karzak Animations - https://imgur.com/wIcLPmz Updated Tiles (Style) - https://imgur.com/g4jROEN - https://imgur.com/ruoXbVn -------------------------------------------------- Random animation samples: Goblins - https://imgur.com/a/BwZS3 -------------------------------------------------- I hope you're all having a good day and developing some awesome projects! Kind Regards, Patrick.
  46. 1 point
    Radix

    Error loading Maya plug-in on Windows

    Asked, and answered. The next thing I tried worked. It looks like it's an issue with .NET Code Access Security (CAS) policy. Here's a post on Autodesk's forum with a workaround: https://forums.autodesk.com/t5/maya-programming/odd-net-plugin-behaviour/td-p/8129246 The workaround is to create a config file named maya.exe.config in the maya/bin folder. The file should contain: <configuration> <runtime> <loadFromRemoteSources enabled="true"/> </runtime> </configuration> After I did this, and restarted Maya, I was finally able to load the Maya2Babylon plug-in. ...and now I suppose I'd better be careful about loading any untrusted plug-ins in the future. Just posting this in case it can help anyone else.
  47. 1 point
    xerver

    PIXI.loader.resources or TextureCache

    Dont do this: let e = PIXI.utils.TextureCache[player.img]; Instead use the resources the loader loaded for you: let e = PIXI.loader.resources[player.img].texture; The error you get is because `PIXI.utils.TextureCache[player.img]` doesn't exist, this is happening because you are calling setup manually: PIXI.loader.add(player.img).load(setup); setup(); You pass it in as a callback, then immediately invoke it manually. Don't do that, just pass it in as a callback and the loader will call it when loading has completed (asynchronously).
  48. 1 point
    sprite

    Royalty free spritesheets

    http://sprite.slicker.me Check out these royalty free sprites for your next HTML5 game: Transparent PNGs, multiple characters, each with several actions (jump, run, punch etc.)
  49. 1 point
    lewster32

    How to disable collision for body

    You can use the processCallback in the collide function. The 4th parameter is a function which, if it returns true, will allow the collision to happen, otherwise the collision will be ignored. This allows you to keep the body enabled for velocity calculations etc, but just temporarily disable collisions between these two objects. If you set enableObstacleCollide to true, the obstacle will begin colliding with the player again: var enableObstacleCollide = false;game.physics.arcade.collide(player, obstacle, function() { // do any collision stuff here}, function() { if (enableObstacleCollide) { return true; } return false;});