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Showing content with the highest reputation since 02/21/2019 in Posts

  1. 2 points
    TheBoneJarmer

    Project MWX - multiplayer RPG

    Before I even read your post, I looked at the screen and I was like "Tibia!!! ". Nice to see you used it as an inspiration. Played it for a very very long time as a teenager and played it recently too to see what changed. I do have one question though concerning NodeJS. I'm currently developing a multiplayer top down shooter from which I also use Tibia as my inspiration (understand the excitement now? ). But I replaced NodeJS after several failed stress tests with a multi threaded websocket server I have written in C#. The reason? NodeJS is single-threaded, meaning only one request can be processed at a time. For a small amount of players this don't matter that much, but if you got like 1000 clients sending requests all at the same time, the entire game could lag as hell. But if the server is multi-threaded, each request that comes in will be handled on a different thread so the main thread wont be blocking. In case of a multiplayer-game, this could speed up the process big time. So here is my question: How will you deal with that issue? Because I'm always in for a new multiplayer game and since I'm creating one myself, I know how hard it is. So I always have respect for those who dare to pull the mmo-scalibur out of the big rock. And since I know the pitfalls all too well, I'm curious how others deal with them.
  2. 2 points
    Exca

    Changing quality in renderer?

    It depends a lot on what kind of project you have. There's no single easy method to swap to lower quality rendering. Rather you should find out what is the bottleneck in your project and then either optimize that or make it so that it's toggled off for faster rendering when needed. Some of the common bottlenecks include: - Texture swapping (having objects in the scenegraph that cannot be rendered with batches) - Too many graphics objects being rendered. - Too many text objects being updated. - Having too many filters. - Rendering the scene too many times.
  3. 2 points
    jonforum

    How to add additional filters?

    i remember have a lot of issue by using the prop mysprite.filters What If you use instead mysprite._filters = [...]; On my side no issue with multi filters or my manager but am no using the hell setter . mysprite._filters.push(new PIXI.filters...);
  4. 2 points
    Jolly Bear Games is looking for an experienced HTML5 JavaScript/TypeScript programmer to assist our successful casual game team. We are an independent California-based casual game developer and our games are played by MILLIONS of people all over the world. Candidates are not required to be local, but they will be expected to work remotely and should be comfortable using technology to stay in close communication with the development team. http://www.jollybear.com Job Description Work with the Jolly Bear team to implement HTML5 games using TypeScript and PixiJS (or other similar 2D game engines). The job will involve porting existing Flash games to HTML5 and also creating new game titles. Experience Required * At least 3 years of production experience with HTML5 development using TypeScript or JavaScript (experience with TypeScript is highly desirable). * At least 1 year of game-specific experience. PixiJS experience is preferred. * Experience with Flash ActionScript 3 using Flash Develop or Flex/Flash Builder is highly desirable. Skills Required * Expert in JavaScript/TypeScript programming. * Ability to optimize graphics-intensive code to run smoothly in all targeted browser environments. * Familiarity with PixiJS or other 2D game engines. * Familiarity with various Social Networking APIs. * Proficiency in Flash ActionScript 3 programming. * Excellent verbal and written communication skills. * Well-organized and systematic in approach to tasks. This is a contract position. If you are interested in this position, you should email your resume to jobs@jollybear.com Submissions must include links to HTML5 game projects that you have completed.
  5. 2 points
    enpu

    Spaceship 3D game template

    New Spaceship 3D game template available for download! Play: https://www.panda2.io/templates/spaceship3d Download: https://www.panda2.io/templates#spaceship3d
  6. 1 point
    Hello, Let's say one has a sprite representing a fire, and wants to create a heat effect above it. To do so in a shader, one needs access to the "background" pixels in order to warp them. We could use RenderTexture, but in this case we would need to keep a list of already drawn components which is not convinient. I am wondering how we could do that properly using pixi ?
  7. 1 point
    Exca

    Mobile Blur

    One thing I noticed with ios when using large textures (limit depends on ios) it will resize them to smaller size instead of just failing. Got this to appear on iphone 4 with sizes over 1024x2048 and with never devices those limits have gone up.
  8. 1 point
    ivan.popelyshev

    Mobile Blur

    I have only one idea: 3000 height * 2 resolution = 6000 pixels while max framebuffer size is 4096or so.
  9. 1 point
    What do you mean? You got a flash/javascript framework coming up? < interesting. Mine is doing fine but it's not for public release (missing too many things but working right for us)
  10. 1 point
    How is your flash coming, buddy? Mine will be completed in 6 months, i think. We've got ALL vector graphics operations, and ALL BLUR-RELATED FILTERS. All blendModes, FILTER CACHE, many other things.
  11. 1 point
    Its stable enough, I think it will be good for your case. try roundPixels.
  12. 1 point
    I've got it working now, thanks for your help!
  13. 1 point
    We are going to add extra "textureCoord" varying or "filterCoord" (i dont remember) in default vertex shader so transition will be easier for other users.
  14. 1 point
    really cool stuff!
  15. 1 point
    samme

    Add Text to Sprite without .addChild

    It sounds like you want one physics-enabled container holding the sprite and text. You could use a physics group and add the containers to that, also.
  16. 1 point
    Deltakosh

    Playground saved scenes hosed

    no worry, Microsoft pays me very well
  17. 1 point
    evenflow58

    Phaser 3 Tilemap tutorial

    I'm just starting to learn about Phaser but I cannot find a tutorial for Phaser 3 tilemap. I've looked at a couple of tutorials for tile mapping but none of them work. I'm assuming because they are all v2. It looks like the official tutorials are still v2 also. Can somebody point me in the direction of a v3 tutorial or is it better to just use v2 at this point?
  18. 1 point
    rich

    inheritance in phaser 3

    Here is how to do it using ES5: http://labs.phaser.io/view.html?src=src\game objects\images\custom image class.js and here is how to do it using ES6: http://labs.phaser.io/view.html?src=src\game objects\images\custom image class ES6.js
  19. 1 point
    ShadowMoon

    Mobile Tutorials or Examples

    Got it! Thanks everyone. I just made a variable moveLeft, set it to false. Then on the pressdown event changed it to true and have the if statement in update check the state. On tap, he hauls ass to the left Now the easy part of getting him moving left, right, and jumping. var moveLeft = false; function create(){ this.input.on('pointerdown', function(){ moveLeft = true; }, this); } function update(){ if (moveLeft) { player.setVelocityX(-160); player.anims.play('left', true); } }
  20. 1 point
    Just to say that destroy is now working in Phaser 3 official release as follows: this.phaserGame.destroy(true); Thanks very much! This is going to be awesome. Teaching my kids phaser at the moment too!
  21. 1 point
    Deltakosh

    GUI - left / right click possible?

    Ok understood. Here is a change for you: https://www.babylonjs-playground.com/#XCPP9Y#281 The onPointerDownObservable now contains x, y and buttonIndex (0 = left, 2 = right)
  22. 1 point
    Hanesu

    Controlling the render loop

    There is a very good reason why I want to stop rendering if there is nothing new to render: I have complicated meshes (scientific data) to visualize with millions of triangles. If they are re-rendered 60 times a second, the cpu load goes up to 100%, my laptop gets freaking loud, crazy hot, and runs out of battery after one hour! If I have means to stop rendering, like for example with the simple solution by @aWeirdo above, the cpu load goes down below 5%, my laptop is quiet, keeps cool, and runs for eight hours on battery!
  23. 1 point
    We do not want to only ask Microsoft as it is a community Open Source project. Microsoft is already supporting the project with my team and by offering database free hosting for our playgrounds and for the search engine
  24. 1 point
    brentstrandy

    Text Underline [SOLVED]

    I found a workable solution by manually drawing lines under my text. It's quite straightforward too. // Text Object containing the string to be displayed let textObject = this.game.add.text(0, 0, 'My Text', { font: '18px Verdana', fill: '#000000' }, this); // Graphics Object used to draw a line let underline = this.game.add.graphics(textObject.left, textObject.bottom - 7); // Specify the line (size, color) underline.lineStyle(2, 0xE21838); // Location to start drawing the line (x, y) underline.moveTo(0, 0); // Draw a line the width of objectText's string underline.lineTo(textObject.width, 0); TIP: If you need multi-line support you can use precalculateWordWrap to break apart your string into an array and write some fancy code to put underlines below each row of text.
  25. 1 point
    eguneys

    NOOB - code structure, syntax etc.

    You can also read my free article http://www.sitepoint.com/javascript-game-programming-using-phaser/, about how to structure levels for a Phaser game.