PlayingInCanvas

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About PlayingInCanvas

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    http://pirron.one/playingincanvas/
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    playingincanvas
  1. Work in Progress: Escaping Earth - 3D space platformer

    A prototype viewer of the 300+ stars that are added to the game. https://playcanv.as/b/6UWJvbcE/ And an article on this: http://pirron.one/playingincanvas/fitting-galaxy-computer-screen
  2. Work in Progress: Escaping Earth - 3D space platformer

    @Entian wow, that's a massive project. Coding everything from scratch! I will keep a close eye on this, thanks for sharing. We love realistic movement, physics and everything else from space. But thinking how little we know of space actually, we see a big gap that we can fill with imagination. That's what we love in space games. You can as little or as much of anything. Thanks for the suggestions on movement, we will keep trying!
  3. Work in Progress: Escaping Earth - 3D space platformer

    The village thing is a greek thing/joke, quite common to hear it as an excuse in Greece Space games ought to have awesome music! We like Ennio a lot, thanks for sharing him. We are creating this prototype and sharing it for the fun of playing around in space, we will see if we can get away with a copyright notice for the moment. Maybe we send the link to Vangelis and ask him
  4. Work in Progress: Escaping Earth - 3D space platformer

    We are from the same village from Greece The game will be freeware, we might be able to make it through with it. Thanks though, we need to take care of it. Vangelis is our super space composer! P.S. Kidding, about the village thing, but Greece is small, you never know.
  5. Work in Progress: Escaping Earth - 3D space platformer

    Thanks @Skeptron again! All that is really helpful. We started an iteration process to improve on this. Here is a small update: v0.015: http://pirron.one/escaping.earth Change log: - Small sized orbit lines were added for the token stars. Guidelines to help player enter a proper orbit for catching the star. - The spaceship's speed, thrusting/braking, when moving inside a gravity field was reduced to 10% (from 100%). - A bug was fixed that sometimes made the game misplace a star inside the planet. - Small visual improvements (Saturn rings).
  6. Work in Progress: Escaping Earth - 3D space platformer

    @Skeptron thanks for playing and taking the time to comment! This is very much what we are trying to figure out with this prototype. The idea was to make a fun game around space travel and moving in circles/orbits under the influence of gravity fields. Initially we were going for a top down camera, but given the atmosphere that the space setting creates we are finding the spaceship attached camera quite attractive. But still we don't have an answer on how to make it easier or better said more straightforward learning how to move in orbits. Especially how to give visual feedback of the spaceship's orbit and its immediate surroundings, to help the player navigate around. We might slow down the velocities and forces applied, but we are trying to avoid just letting the player move in straight lines. As then it would just be a common platformer with a space setting. Though we might go for that at the end if we end up with nice visuals and a deep atmosphere. Some in the team would vote on this! And ideas would be more than appreciated!
  7. Work in Progress: Escaping Earth - 3D space platformer

    Thanks @Entian for your nice words! Indeed, that's a balance we wanted to test with this prototype: as we are all hard-core astronomy fans, to try and balance gameplay with the realistic nature of the forces found on space. Game will feature exploration and travelling between solar/star systems. Combining the platformer-aspect with story and resource management features. But we would really love to see travelling being the main part of the game!
  8. Tutorial: Converting a Unity3D project to PlayCanvas

    Took some time ... but 4th part is here: http://pirron.one/playingincanvas/converting-unity3d-project-playcanvas-part-4 If you like these tutorials help us write more by supporting us on our Patreon page. Enjoy!
  9. Hi! This is a prototype for a 3D space platformer game that is in the design phase. You can play it here: http://pirron.one/escaping.earth4 We were able to develop this in a matter of days. Some features: Developed using PlayCanvas. p2.js is used for physics, planets create gravity fields that push objects that enter it, into orbit. solar system is an accurate representation of the real one, using the orbital elements from NASA. Planets were scaled up to help with game play. additional star systems can be added easily from the editor, just by inserting new (real or imaginary) orbital elements. orbits and gravity fields are rendered using "lines" to help the player navigate around. Touch controls are partially implemented, for the moment only to navigate around with the top down camera. This isn't an easy game, nor does it make much "sense" right now! But we are loving how easily it turns out to prototype in PlayCanvas. Stay tuned for feature updates: http://pirron.one/playingincanvas/escaping-earth-3d-space-platformer-prototype Thanks for playing!
  10. Tiled Terrain Manager

    Hi! This is a template project, for PlayCanvas, that provides a complete tiled terrain system based on heightmaps and colormaps. Example build: https://playcanv.as/b/Rhlm9CMz/ Some of its features:- Terrain generator from tiled heightmaps. The heightmaps and colormaps (splatmaps) have to be provided in a specific named notion. Included there are two sample terrain projects created with WorldMachine.- Texture generator from tiled colormaps (splatmaps). The user can provide up to 4 textures and the shader mixes them on the terrain based on the channels of the colormap (R,G,B and Alpha).- All methods included in the generators are run using an async loop, which splits them between the frames. This allows generation, rendering and texturing to be done during run-time creating only momentary pauses.- A special collision mesh can be created if required with a smaller subdivision count than the rendered model for physics/collisions.- Normals are fixed and re-calculated on border, during generation to avoid seams between the tiles.- A visibility manager can be configured to render only a specific number of tiles based on the active camera. The tiles get visible/hidden based on the position of the camera on the terrain. If memory is managed correctly this allows for infinite terrain size/tiles.- A sample actor is provided in the project (named Aj), with a simple 3rd person controller.- A random terrain distribution script is provided based on distribution maps which can be painted per tile or per the complete terrain. PlayCanvas has a batching API in the works which will allow combining multiple meshes to reduce draw calls, this will increase greatly performance especially when objects like flora are distributed on the terrain. Current version is v1.15 and the project can be found here. A tutorial on how to use this can be studied here.
  11. Tutorial: Using Ionic in PlayCanvas

    This tutorial aims to introduce the Ionic to PlayCanvas template project. Using the Ionic Framework PlayCanvas applications can deliver a great mobile-friendly UX with a minimal effort. http://pirron.one/playingincanvas/using-ionic-playcanvas Ionic is an excellent framework that makes it easy to build great UI experiences for all kind of devices. PlayCanvas is an amazing tool providing interactive content experiences in the web.
  12. This is a small tutorial in which we learn how to transfer an existing shader from the Shadertoy library to PlayCanvas. Mastering this process opens up many possibilities for using open source shaders and effects in your projects. http://pirron.one/playingincanvas/color-palettes-using-shaders This tutorial is for advanced users and assumes that you are already aware of how the PlayCanvas shader chunks system works. You can study this tutorial to learn more on how to begin with PlayCanvas and shaders.
  13. Tutorial: Converting a Unity3D project to PlayCanvas

    The second and third part of the tutorial are online. 2nd: Animating the background. http://pirron.one/playingincanvas/converting-unity3d-project-playcanvas-part-2 3rd: User input, forces and collision events. http://pirron.one/playingincanvas/converting-unity3d-project-playcanvas-part-3
  14. Hi! This is a tutorial series on how to convert an existing Unity project to PlayCanvas. I saw the need for something like this, as I have been contracted several times to convert Unity codebases to WebGL/PlayCanvas to support HTML 5/mobile deployment. Let me know if you find this useful! http://pirron.one/playingincanvas/converting-unity3d-project-playcanvas-part-1
  15. Tutorial: Texture masks using a shader

    Hi! I started a blog with tutorials about PlayCanvas and WebGL development. This is one of the first tutorials, on how to use shaders to mask and animate textures in real time. Let me know if you find this useful! http://pirron.one/playingincanvas/texture-masks-using-shader You can follow this tutorials on twitter as well: https://twitter.com/playingincanvas