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Showing content with the highest reputation since 03/19/19 in all areas

  1. 3 points
    No bans are happening here (yet). @5neia_opo2@google-mail.ooo, try to understand the frustration people are experiencing. A new user came to the forum and in nearly every post they made trashed the project they were asking about. A lot of people here put in a lot of time and effort to not only to develop the project, but answer questions here as well. I was definitely frustrated reading your responses as someone who has put 6+ years of their life into this project. @botmaster did a poor job of handling that situation, but has apologized and I'm sure will do better in the future, as will you as well. Let's all be adults about this, acknowledge we did something wrong, and move on. @5neia_opo2@google-mail.ooo you are free to ask any question you need help with, but I definitely recommend reading through some tutorials, the examples, and checking the API docs before asking questions. It will often lead to you finding the answer yourself, and there will be less fatigue for the people answering here on the forum. I'd also recommend you approach things you don't understand, or decisions you disagree with, with a more open mind. Try to learn and grow the new library, not all libraries are alike and different problem spaces call for different solutions. Having a bad attitude is a good way to earn ill-will in the community and you may no longer get the help you expect if you are ungracious about it. When you find inconsistencies, or things you think should work differently, then change it! Pixi.js is an open source library built by the community. Everyone gets a chance to make the library better by contributing to it. The best way to get problems you have fixed, are to fix them yourself.
  2. 3 points
    I had some similar problems with this yesterday so I wrote up the workflow I found to work step by step. Hope this helps anyone else who finds this thread in the future. https://www.adammarcwilliams.co.uk/creating-bitmap-text-pixi/
  3. 2 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.
  4. 2 points
    I am making UI Components Framework for Phaser 3, that is driven by JSFL-generated jsons and atlases. It means that you can build your UI in Abode Animate, export it with given script, and forget about manual code positioning and building stuff! Please, try it out. https://xense.github.io/phaser-ui-comps-docs/tutorial-showcase.html Docs, examples, tutorials: https://xense.github.io/phaser-ui-comps-docs There are two basic things in this framework. First is ComponentClip, which is a view instance, it is recursively self-build by provided json and atlases. Second is UIComponentPrototype, which is clip controller. It can be easily extended to create any components, windows or whatever you need. Essential meaninig of it is that it doesn't need a clip to exist always. For example, you can change states of a root clip, and child clip can get new clip instances, ore lose them, and nothing bad happen. Some base components are already included UIButton has 4 states, "up", "over", "down", "disable" UIButtonSelect same as button, but behaves like checkbox, has 8 states, by adding "_select" suffix to UIButton's states when selected. UIButtonRadio Selectable buttons, that can be grouped to select only one of them. UIButtonDraggable same as UIButton, but also emits drag event, drag bounds can be self externally. UIScrollBar vertical or horisontal bar with draggable thumb and prev/next buttons. UIProgressBar Setup only start and end elements positions, scale, rotation or alpha, and this component will interpolate them according to provided progress value. UIScrollPanel Helper for scrolling any element with UIScrollBar. UIContainer Base container component to add other dynamically created components inside. Can be easily extended to create any types of lists, for example. I'm still working on new components and extending existing functionality. Tell me, would you use it, what else components you may need, and whatever you think about it. Any feedback is appreciated! Also I'll be thankful to any collaboration. Available at GitHub and npm
  5. 2 points
    b10b

    ctx.clearRect() not working with Image.

    @James432213 hi, many issues here, all solvable. 1) The function named "canvas" rename this and avoid some confusion, call it "init" or similar 2) doKeyDown function has parameter "e" but references "event" in the switch - be consistent. 3) the functions doKeyDown, updateCanvas, drawPlayer are scoped "above" the "init" function, so they can have no easy reference to the "canvas" variable defined within "init". Notice also the name collision of "canvas" if we ignore step 1. Easy fix is to move these function declarations inside the "init" function. 4) There's nothing wrong with ctx.clearRect Some basics in how to debug your code will be beneficial, in particular the developer console (F12) is great, and using "console.log" can send helpful messages there from your code. Use that as a start towards watching the flow of your code when it runs, and where things are not actually working as might be expected on a first draft of code. This will lead to more advanced debugging techniques and more elaborate (and working) code.
  6. 2 points
    Do you draw something else than the video to canvas? If something taints a canvas then it stays tainted no matter what is rendered in the future. Or it might be due to stream becoming unavailable at some point for short duration and that could cause tainting (though the bug report I found on this should be already resolved, it was 5 years ago). Pretty sure it's some kind of edge case in security constraints which causes canvas to become tainted (by something), which causes security error when pixels are read from it.
  7. 2 points
    -AAG-

    I hate designing levels!

    There! I said it! 😡
  8. 2 points
    mattstyles

    I hate designing levels!

    Procedural generation can be a load of fun, but its a butt-ton of work to get working well. You could even use a genetic algorithm (GA) to create levels, have an automated actor play them, test the 'success' of the actor using fitness functions and then loop that process until you get levels (again, based on a heuristic function) that are fun to play. The up-shoot is that you can, potentially, create a near infinite number of levels like this. Or at least generate a manageable amount (say, 30) and manually curate them. Depending on how good your heuristics are you can create levels that are harder or easier for humans to play. It's a ton of work though. So depends on your mindset. Some crazy people find that a wonderful coding challenge.
  9. 2 points
    there is no public property available but you could use the following private property timer._pause working example: var timer = game.Timer.add(1000, function() { sprite.remove(); }); if(timer._pause){ console.log("paused") } else{ console.log("Not paused") }
  10. 2 points
    @dataj, I am pretty sure you can find all the information in the documentation. Maybe you forgot to associate your game to your business? https://www.facebook.com/help/publisher/709041312624617/
  11. 2 points
    ivan.popelyshev

    Fading trail

    Here's the second one, super-v5 stuff: https://pixijs.io/examples/?v=v5.0.0-rc.2#/textures/gradient-resource.js Yes, you can use it as an alphamask. Why do you need though? Your trail is simple rectangle, right? In fact, that's one of common mask use-cases in Flash: alpha gradients. Its shame we cant replicate all that Flash stuff even after several years of coding.
  12. 2 points
    ivan.popelyshev

    Fading trail

    First demo will be here in 5 minutes or so : https://pixijs.io/examples/#/textures/gradient-basic.js It took me only one cup of soothing tea.
  13. 2 points
    jonforum

    Fading trail

    What about create you gradient in other canvas. https://www.w3schools.com/graphics/canvas_gradients.asp var c = document.getElementById("myCanvas"); var ctx = c.getContext("2d"); // Create gradient var grd = ctx.createLinearGradient(0, 0, 200, 0); grd.addColorStop(0, "red"); grd.addColorStop(1, "white"); // Fill with gradient ctx.fillStyle = grd; ctx.fillRect(10, 10, 150, 80); and than, create `generate` a texture from this canvas context ? Am sure it can work ... but at the expense of performance. I do not remember which one, but there is a rpgmaker plugin that used this process with pixijs.
  14. 2 points
    I've got a situation my physics simulation is running at high framerate (60fps), but some devices my app runs on cannot run the graphics (PIXI) at 60fps without causing the physics simulation to stutter and jump, causing undesired artifacts. So, in pursuit of performance, I shoved the physics simulator (in my case, matter.js) into a web worker, but then still found that some devices couldn't handle updates at 60fps in the main thread. So I started setting an interval to apply updates from the simulation to PIXI at a fixed rate - 30 fps to start. However, sometimes even on some devices that was unsustainable. So, the question came down to - what FPS *should* my app run at? And when I say "run", I'm talking about changing the position of PIXI objects base on updates from the physics simulation, not about changing the speed of the PIXI's ticker. Since the speed at which I could apply updates from the physics simulation and still achieve sustainable render speeds without lagging varied from device to device, I decided the best way to decide on the FPS to run at would be ... let the app itself decide at run time. So instead of coding a fixed FPS, or giving the user a slider to adjust, I let my app measure and adjust it's FPS based on what it measures as sustainable while it's running. Enter my solution for my app, FpsAutoTuner: https://gist.github.com/josiahbryan/c4716f7c9f051d7c084b1536bc8240a0 - contributed here to the community in case it may help someone else solve a similar problem. It's framework-agnostic, no external dependencies, written as an ES6 class, but could easily be rewritten as a ES5 if you wanted. FpsAutoTuner works by measuring the FPS (which you tell it by calling `countFrame()`) and then every so often (at `tuningInteval`ms), it compares that measured FPS to the `fpsTarget`. When the measured FPS goes below `fpsTarget` less `tuningMargin`, the `fpsTarget` will be decreased by `tuningRate` and the `callback` will be execute with the new `fpsTarget`. Likewise, when the measured FPS exceeds `fpsTarget` less `tuningMargin`, then `fpsTarget` will be increased by `tuningRate` and `callback` will be called with the new target. Example usage: // Somewhere at the top of your file import { FpsAutoTuner } from './FpsAutoTuner'; // Then later in your code, probably in your constructor of your game object this.fpsAutoTuner = new FpsAutoTuner({ fsTarget: 30 callback: fps => this.setFpsTarget(fps) }); This assumes that you have a function called `setFpsTarget()` on your class, probably that does something like this: // This is just an example method, on your own class... setFpsTarget(fps) { clearInterval(this._fpsTid); this._fpsTid = setInterval(this._render, 1000 / fps); } Then later in the rendering portion of your code: // inside the render loop of your code, call: this.fpsAutoTuner.countFrame(); That's it! Your app will now automatically adjust it's FPS as needed when it detects lower/higher frame rates available. (FpsAutoTuner automatically starts it's auto-tuning timer in it's constructor.) There are plenty of options you can pass to FpsAutoTuner to tweak it - they are all documented at the top of the gist. Specifically of interest, you can set `tuningInterval` (default 5000ms) to change how often it measures/changes the FPS. This all has just been a humble attempt to give back to the community. Use and enjoy. Contributions/changes/suggestions to the gist are welcome! Download FpsAutoTuner from GitHub here.
  15. 1 point
    AlienplayGames

    Link It Up!

    Link It Up! is a casual, puzzle platforming game. In this game you need to link up the line to make your way through the level. Link It Up! features 30 levels that include interesting puzzles as well as cool platforming challenges. You can Play it here: https://www.newgrounds.com/portal/view/729389 Link It Up! is available for non-exclusive licensing so if you're interested in licensing it contact me via email: alienplay44@gmail.com
  16. 1 point
    > I know it's not directly linked by PIXI but still I need help. You're very humble, I pinged people who have experience with videos in pixijs to help you
  17. 1 point
    That makes sense! Mad respect Ivan, you are always very helpful! 🤘
  18. 1 point
    I'm setting the starting width of the blueBar rectangle based on how long a chord needs to be held. Then I decrease the width of the blueBar in the game loop: const holdBar = new PIXI.Container(); let blueBar = new PIXI.Graphics(); blueBar.lineStyle(2, 0x006ba6); blueBar.beginFill(0xffffff); blueBar.drawRect(0, 0, Math.floor( 8 * (howLongDoesTheChordLastInMs / 16.67) - 50 ), 10 ); holdBar.addChild(blueBar); containers.current.holdBar.children.forEach(blueBar => { console.log("my linestyle is:", blueBar.lineWidth); if(blueBar.x <= 100){ blueBar.width = blueBar.width - 8; } else{ blueBar.x = blueBar.x - 8; } } The result is that the lineStyle is getting chopped off even though the console.log still shows a lineWidth value of 2. My guess is that the lineStyle is getting hidden by the container, or that graphics don't like having width dynamically changed in the game loop. Thank you for any advice on how to fix this! 😁
  19. 1 point
    setting width is actually changing scale. Unlike Flash, PixiJS doesnt have auto-scaled lines, lineWidth works in local coordinates, so vertical lines become very thin if your scale is small. If you have only a few bars (20 or so) you can just clear() them and refill again with the other drawRect width param. Judging by your labels that's the case
  20. 1 point
    I've been asked to apologize so here it is, I apologize. That user can keep blasting PIXI post after post I will not respond to it.
  21. 1 point
    Hi all, I'm new to Pixi.js, so excuse me, if the answer to my question is obvious. I'm building a 2d platformer where I have a PIXI.Container which contains a few sprites (let say player's arm, body, head etc.). Based on the user input I'm moving the whole container (not each sprite individually). I also have container which contains all platforms of the level (they are all of type PIXI.Spirte). I want to detect when the player's container intersects with any of the platforms and stop the container from moving forward (the usual stuff). Currently I'm using the Bump.js library (https://github.com/kittykatattack/bump). But I'm encountering few problems. First of all Bump.js doesn't work for 'container vs array with sprites' type of collision, so I've tried to detect an intersection between each player's sprite against the array with platforms. Basically I'm using the following: player.move(); // move the player's container to any direction BUMP.hit(playersArm, platformsArray, true, false, true); BUMP.hit(playersBody, platformsArray, true, false, true); BUMP.hit(playersHead, platformsArray, true, false, true); This is testing for intersection between each player's sprite and stops it from moving, if there is a collision. All this is working fine and if there is an intersection the intersecting player's sprite position will be set to a value that is not intersecting with the platforms. However all the other sprites will continue moving, as they are not yet intersecting with the platforms. Hope I expressed myself clear. Have you ever had such problem and how did you solve it? I can only think of building a custom collision detection logic which works with 'container vs array with sprites', so I don't have to care for each player's sprite individually, but work with the container. Do you know of any library that already handled such cases? Or maybe I've been wrong from the start by taking such approach (having player's container with several sprites in it)? Thank you in advance.
  22. 1 point
    5neia_opo2@google-mail.ooo

    def

    def
  23. 1 point
    Exca

    def

    You are not using pixijs text element but a Text class from window (which basically creates a text node). Use new PIXI.Text("...",style).
  24. 1 point
    mattstyles

    Is it like backstabbing my clients?

    If an 'adequate' amount of time has elapsed then I think it makes sense, it turns their license in to what is something like an 'early access' license (and, by that, I mean, they get it before everyone else, not like steam early access which is before its ready), which almost certainly isn't what is written in the license but it almost certainly isn't prohibited either. As you have a good relationship with them, maybe ask them what they think and how they think they might react? I'd like to say that they understand business and you're just driving profits and that it is all really rather understandable and totally normal for you to make enough money to feed yourself and buy a few nice things, but some people are hard to judge. For what its worth, so long as a decent amount of time has passed since the initial (and often only) license was sold I don't see any conflict with attempting to monetise your back catalog. Keep them sweet by promising lots more top notch games they can license before everyone else
  25. 1 point
    Thank you Adam! Would you be willing to share some example code of a barebones working example (if it's easy)?
  26. 1 point
    taoprox

    Project MWX - multiplayer RPG

    Hey Semir, I am focusing a lot on my game editor at the moment, I've hit a point in development where I need a lot more attribute data for sprites and objects, and therefore need a easy way to edit this. I will always write here for you whenever I make any progress and be sure to keep checking my youtube channel for more videos in the future! I appreciate your interest in this, and in the future when I need help testing it, you will be one of the first I will ask! Thanks, Tao
  27. 1 point
    Excellent tutorial! Really helped me alot
  28. 1 point
    In my honest opinion I think you should not ask us, but Google. I understand your frustrations and I too need to admit I don't really can make head nor tails from what they sent either but they do. So my suggestion is to first read that article about the Metadata you can access by clicking the link in step 1 below the heading "Next steps". If that does not make sense to you, you should send them an email about clarification.
  29. 1 point
    Exca

    Choosing renderer with better performance

    The client I work for has automatic feedback channel when problems occur and they add items to that list based on feedbacks and per project basis as the requirements vary a lot. The check is a combination of GPU string in gl context and additionally user agent. For example we have some old chrome/firefox versions blocked.
  30. 1 point
    There are two sequential frames from animation, where dragon sprite and attached piece of UI moves from up to down. Left one is normal and right one is bit broken. Sprite itself (PIXI.extras.AnimatedSprite) and number 8 (PIXI.extras.BitmapText) looks perfectly fine through all animation, but HP bar background (PIXI.mesh.NineSlicePlane), HP bar itself (PIXI.Graphics) and number background are not hitting pixels perfectly sometimes and animation looks jaggy. PIXI.settings.SCALE_MODE is PIXI.SCALE_MODES.NEAREST. PIXI.settings.MIPMAP_TEXTURES is false. roundPixels is true. As I said, I have retina screen, so resolution is 2. I'm not sure if issue is reproduced on regular screen. I've searched through the docs but couldn't find any special settings for PIXI.mesh. I can make same UI from basic sprites of course, but NineSlicePlane is so much more convenient.
  31. 1 point
    Exca

    deep and child

    In this case you could also just say .visible = false / true to keep layering constant.
  32. 1 point
    I dont see any round-related code in mesh in v4. https://github.com/pixijs/pixi.js/tree/v4.x/src/mesh and in graphics too: https://github.com/pixijs/pixi.js/tree/v4.x/src/core/graphics . Also, make sure that screen size is less than 4096 and CSS width/height that pixi set corresponds to canvas width/height.
  33. 1 point
    its easy to reproduce, i'll look into it please join https://t.me/gamedevforweb
  34. 1 point
    new Update : https://www.kongregate.com/games/DragonSlayerZ0/sticky-ricky-lost-in-space
  35. 1 point
    ivan.popelyshev

    Fading trail

    I mean "texture.frame.x= something; texture._updateUvs();" that'll trigger sprite onTextureUpdate automatically, because "sprite._textureID" will differ from "texture._updateID" That's why we removed underscore from function name - users should use it when they change frame, its not a private API anymore.
  36. 1 point
    zelcard

    [Phaser] Underworld Chaos

    Underworld Chaos is a level-based retro platformer-shooter which graphics brings out the best of 16-bit color pallete for the ultimate old-school experience. Currently there are over 40 levels, 20 types of enemies and over 5 different pickups available in classic mode as well as endless mode for those who are chasing after a highscore. LINK TO PLAY: https://zelcard.itch.io/underworld-chaos
  37. 1 point
    Umz

    [Phaser 3] Maggot Diorama 2

    Work of art just like the last one. Nothing but impressed with this!
  38. 1 point
    Floor or | 0 is fine too
  39. 1 point
    Hello, The methods I used are here: https://gist.github.com/Langerz82/d4d4291d7aa9d846ed64ab1bb27a9142 Apologies on the lack of documentation as I am still coding it. Basically each map object needs a array of the tiles it going to use. Then apply the right function to it. The first function supports erosion which removes the underlying tiles for optimization purposes. After the map is generated I simply loaded it in Phaser and bam new map. I'm going to use this code to support Retro RPG Online so it will have a massive amounts of maps. You still may need to tweak the map generator to get your desired results especially the avoiding placements of Objects with other layers. If anybody creates a working dungeon generator please share it, as that is the next thing I will be working on after I get some more resources put into the maps so they are more dynamic.
  40. 1 point
    jonforum

    Fading trail

    Masks is to be avoided as far as possible. I use 1 or two only in some context, and my cpu get sick very fast. So for me , no i dont think masks will be more performance friendly than the demo mouse trail . but I suppose it can vary in many contexts. The best and most painful solution will be to test the 2 and check the cpu performance with a debugger SDK or web tools. but in my personals tests, result told me to avoid as much as possible the use of mask in my project. wihout i get ~ 10 to 12% work
  41. 1 point
    ivan.popelyshev

    Fading trail

    OK, I was wrong, I forgot about @jonforum Cache black-white or transparent-opaque grad one time and use tint/darktint on it Gradients are basically 1d textures, use them with height=1. Vertex-coloring is not as versatile, you cant put linearRGB in it, for example.
  42. 1 point
    ivan.popelyshev

    Fading trail

    Better to ask third time in same subforum Make a png in photoshop and make a sprite or wait when I fix that code to work in v5: https://gist.github.com/ivanpopelyshev/6128a6b31f1a7f51d536b369a3812ecf
  43. 1 point
    I want to rotate player's both body and hands simultaneously but i couldn't figure out how to do it. My player looks like this and I want to be able to rotate it like this The body and hands are different sprites in a container, everything gets weird when I try to rotate (or move) the container. Player.js class Player { constructor(game, id, x, y) { this._game = game; this.container = new PIXI.Container(); this.body = new PIXI.Sprite( PIXI.Loader.shared.resources['assets/player-1.png'].texture ); this.body.x = x; this.body.y = y; this.body.anchor.x = 0.5; this.body.anchor.y = 0.5; this.hands = new PIXI.Sprite( PIXI.Loader.shared.resources['assets/player-1-hands.png'].texture ); this.hands.x = x; this.hands.y = y - 40; this.hands.anchor.x = 0.5; this.hands.anchor.y = 0.5; this.id = id; this.container.addChild(this.hands); this.container.addChild(this.body); this._game.camera.addChild(this.container); } updatePosition(x, y) { this.body.x = x; this.body.y = y; this.hands.x = x; this.hands.y = y - 40; } }
  44. 1 point
    You did something wrong, it should work. Wanna upload a demo on pixiplayground.com or codepen/jsfiddle?
  45. 1 point
    Hmmm, good question. Appreciate the consideration. Looks like most in that list are github projects/npm packages? I suppose I could just put this in it's own repo in GitHub with a readme and that might be more orderly for linking that using the thread. What do you think?
  46. 1 point
    @botmaster I wish i were a pro
  47. 1 point
    Split all and handle multiple resolutions and only load higher resolution based on what's displayed and the zoom level. It's a lot of work? Hell yes but that's what a pro like you must do to earn his living and deliver a good software.
  48. 1 point
    Noel

    Messaging review with bot wehook

    Look at the contract part on this page: https://developers.internmc.facebook.com/apps/1915555908738471/instant-games/review/ You must complete it. Business verification was enforced after you made your game, that is why you could publish it.
  49. 1 point
    Babsobar

    Zooming out on tilemap layer?

    Just wanted to update that this problem was fixed by a recent update of Phaser.
  50. 1 point
    RAF will fire as fast as it can, synced to display refresh rate. So on 60 Hz display, you get 60 Hz or less. On 144 Hz display it will run 144 Hz or less. On g-sync/freesync/hdmi 2.1 vrr, it can be anything. What needs to be understood here is that phaser doesn't provide you with proper game update loop. It gives you RAF loop (or fallbacks). It's on your to handle whatever you need, e.g. fixed timestep physics with interpolation. V3 had recently added automatic fixed timestep and manual update options to matter.js physics. I'm not sure if the automatic fixed timestep is still running off RAF (which makes the option kinda pointless), but you can use the manual option in any case. In my case, if the game is mostly async tween actions (think match 3 sliding stuff), I just use tweens and don't care about deltatime. As soon as I have any kind of physics or time based logic (even simple speed += acceleration), I switch to fixed timestep with interpolation. I did describe my approach in at least one topic here