Popular Content

Showing content with the highest reputation on 12/17/2017 in all areas

  1. 1 point

    Dino Zoo Tycoon

    Dino Zoo Tycoon Technology stack: phaserjs, cocoon.io (cordova) Game handle native mobile and Google Play Store fetures like inapp purchases, fb sharing, ads system. Game is free. Google Play link: https://play.google.com/store/apps/details?id=dino.zoo.tycoon Description: Manage your dinosaurs zoo and becoome the greatest entertainment zoo owner, dino zoo tycoon. Take care of your dinosaurs, develop your zoo inflastructure, riseup your zoo popularity, manage your emploers, manage your zoo finance depends on year season. Features: - 16 dinos to buy - 6 types of buildings to develop - 4 types of marketing actions - 6 types of emploers to hire - management of zoo supply - management of zoo finance depends of year seazon - management of proper dinosaurs placement in your zoo Screenshots:
  2. 1 point

    VertexBuffer, PositionKind

  3. 1 point

    VertexBuffer, PositionKind

    A cube has 24 vertices and not 8 (so 24 * 3 = 72 floats). Why 24 ? because vertices aren't shared between the box sides. This is necessary to hold the normals what are also not shared ... in order to get 3 normals per box vertices, each one being orthogonal to a different box side.
  4. 1 point

    Pixi.js + TypeScript boilerplate

    For information, this boiler plate has been updated. I've upgraded uglify-js (minifier) to uglify-es, its ES6 release. Cheers!
  5. 1 point

    Object floating on environment

    http://www.babylonjs-playground.com/#JUVAGS#2 http://www.babylonjs-playground.com/#JUVAGS#3 without backside you most notice all env map cant be used from this solution http://www.babylonjs-playground.com/#JUVAGS#4
  6. 1 point

    multiplayer rpg in progress

    here's a beta version: https://waverider404.github.io/
  7. 1 point

    Babylon.js 3.1 is available!!!

    Dear beloved community, I'm thrilled to announce that Babylon.js v3.1 is available. For this special occasion, we created a cool announcement video: I will blog on dev.windows.com later today but I wanted to share with you beforehand The list of features is (as always) really great and we can all be really proud of such an achievement! We also shipped several WebVR demos: And do not miss our hero demos: Congrats team!!!
  8. 1 point

    AS3 to TypeScript Conversion Tool

    I write a lot of HTML5 games and my preferred language of choice is TypeScript. I love the compile-time errors, code-insight and debugging tools it provides. A large part of my work is porting over ActionScript3 code from Flash games. I found that I was going through the same motions over and over again; simple things like changing “Boolean” to “bool”, or rename the class function to “constructor”. It got to the point where I figured it would save time to write a script to help with the process. So I did, and I’ve released it for anyone else who may benefit from it. The script runs on a local web server and can convert either a single file or a whole directory full of them. It will intelligently deep-scan a folder structure, converting just the ActionScript files that it finds along the way. I’ve successfully run it across the whole of the flixel codebase with no issues, so I’m hopeful it’ll work for you. http://www.photonstorm.com/archives/9815/as3-to-typescript-conversion-script
  9. 1 point

    Transfer from as3 to Js

    Hi, as as3 developer i am having hard time adjusting to whole javascript (canvas) game development process. I wrote a few test games using plain Vanilla JS, and few using frameworks (EaselJS, Crafty...), but it all seem somehow ....dirty coded, in terms of code structure, solutions for everyday stuff, like game UI, gameLoop, etc. whihch in js seem to me like overkill for such simple stuff, in comparison to native approach i had as option using as3 and flash for graphics. Also there are no complete examples of best practices for some of usual game dev concepts,sSheet animations, game state machine, etc. So i spend way too much time wondering around frameworks. Tl;DR; i have a few questions : 1) Do you use frameworks, and which, or you recommend plain javascript for development. 2) Where can i find some example of best practices, of ie. state machine, ssheet animation, resource preloading (i user PreloadJS, and some self cooked solution)...etc. 3) As habit from flash i would like to skip using DOM for UI elements for games, so what you use and how, cose coordinate based canvas hit testing for Ui seem to use a lot of resources. 4) Which IDE you use, i miss FlashDevelop lightfast workflow and non bloatness in light of WebStorm i currently use. thanks in advance and sorry for bad English, havent used it for a while.
  10. 1 point

    Transfer from as3 to Js

    I use Visual Studio and TypeScript for everything I make now (before that Sublime + plain vanilla JS). It gives you something very very similar to AS3, with the same level of code completion, compiler errors, debugging, stack tracing, breakpoints, etc but compiles to perfectly clean and nicely readable JavaScript at the end, not some weird-ass munged-up thing like CoffeeScript or Dart. You still have to do a lot of the 'grunt' work yourself though, i.e. State machine, tweening, etc. But then you had to in Flash too really if you think about it. Beyond display and event stuff you had to build your own state handler, your own AI, game loop, etc. There were lots of examples to borrow of course but still nothing 'native' as such, so it's not vastly different really.
  11. 1 point

    Transfer from as3 to Js

    Hello, welcome to plugin-independent browser games development! I am making AS3 games for 6 years and JS for 2 years. Here are my answers: 1) I entered JS games development by trying to convert my AS3 games to JS, without editing the code too much. There was no library with same API, so I had to write my own - IvanK.js . I also wrote my Tweener - http://tweener.ivank.net . 2) Personally, I hate any best practices instructions. You must find your own way of doing things. For me, it is totally the same as making Flash games. Make sure you know basic JS features (prototypes, constructors) and tools! (XmlHttpRequest, Audio, JSON, ...). 3) As I said, I use IvanK.js for graphics, user input, events etc. There is display object tree, each container (Sprite) has its own coordinate system. There is hitTestPoint, hitTestObject and many other flash functions. 4) I don't use any IDEs, I use Notepad++. When I change something, I switch to browser and press F5 to see the changes. I use JS console a lot (console.log = trace, in Chrome you can "unfold" traced objects). The nice thing is, that development goes faster, than developing with Adobe Flash.