jay3sh

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  1. Thanks
    jay3sh reacted to TheBoneJarmer in [Pixi.js] Fold Wars - 2D Tower defense - Out on Kongregate   
    Thanks, just managed to do a testrun. But honestly, I quit a couple of minutes later because I find it nearly impossible to kill all enemies. I place some guns, as that is what I understand is what I am supposed to do to protect my gold. But I am somehow unable to place more than 4 and all my gold got robbed as if it was nothing. The guns seemed really really weak. I have the feeling I am missing a piece of critical information here.
    EDIT:
    I see now why, it took me a while to notice. I was not able to place a gun because I would be blocking the enemy's path. And now I managed to place guns on the other fields too which made a impressive difference in the battle's outcome. So, to complete my review. I'd recommend making things a bit more clear, to prevent a situation like mine. Other than that, nicely done!
  2. Like
    jay3sh got a reaction from dcgames in Jumping Cube   
    Great game. Makes you think.
  3. Like
    jay3sh reacted to Robin Vencel - Pencilkids in MonkeyHappy.com   
    Hi BdR, yes I am the one responsible. I create the ideas, graphics, code them and release them all by myself  I'm happy you enjoyed them, thanks for the kind words.
  4. Thanks
    jay3sh reacted to Robin Vencel - Pencilkids in MonkeyHappy.com   
    Hi Jayesh, Thanks for the interest  I actually use the Adobe Animate Html5 Canvas to create the stages on monkeyhappy.com from scratch. I do however sometimes also make a flash version recoding them to AS3. The code is quite similar so it doesn't take too much time.
  5. Like
    jay3sh reacted to Robin Vencel - Pencilkids in MonkeyHappy.com   
    Hi
    My name is Robin Vencel, I am an independent games developer and the creator of the Monkey Go Happy series.
    www.monkeyhappy.com is completely free and has over 160 html5 stages right now.  I add 2 new point and click stages per week. I personally create these with love and care for my fans. Right now I get about 10,000 visitors day.
    If you have any questions please let me know. Thank you for your time.
    Robin Vencel
    www.monkeyhappy.com





  6. Like
    jay3sh got a reaction from Umz in PONGIS   
    Very cute graphics. Loved the end of play analysis in circular charts.
    But I was very frustrated with controls. I simply can't correctly map left-right keys to the character's left-right while looking at it top down. It's too confusing. I couldn't beat your game even once.
    But maybe it's just me, because I had the same problem with Rocket League, and ppl love it. Good luck.
  7. Like
    jay3sh got a reaction from PONGIS in PONGIS   
    Very cute graphics. Loved the end of play analysis in circular charts.
    But I was very frustrated with controls. I simply can't correctly map left-right keys to the character's left-right while looking at it top down. It's too confusing. I couldn't beat your game even once.
    But maybe it's just me, because I had the same problem with Rocket League, and ppl love it. Good luck.
  8. Like
    jay3sh got a reaction from webdva in [WIP] Kawaii Ketchup   
    Good start.
    I had the same experience that GuiGhost mentioned above. Bottles come towards the character and surround it very fast. It does make it difficult. However it's not the difficulty that's the problem. I find it more frustrating that I can't find the pattern that the bottles follow to come to the character. If they were following a certain rule: say coming down in straight line under the weight of gravity, then I would know to move sideways in time to avoid them. If they are going to move sideways, then there should be some pattern to them (e.g. bouncy physics), so that I can anticipate where they are going and avoid getting in their path. Right now it seems they randomly gang up on the character and do that pretty quickly.
    Also given the screen size of the game, the proximity at which the bottles harm the character seems too big. i.e. the character has to try to stay far away from the bottles all the time (which makes it further difficult to beat).
    Good luck. Looking forward to see how the game takes shape.
  9. Like
    jay3sh got a reaction from LittleGiantWorld in Foody Avenue   
    Pretty addictive! Good job.
    Built 3 restaurants. I think this guy got stuck (maybe a bug).  

  10. Haha
    jay3sh got a reaction from XpresateStudio in My first game html5 CONSTRUCT2   
    Nice work. It could get addictive. One problem I had was the sluggish response of controls. I found it frustrating.
  11. Like
    jay3sh reacted to mataguiris in Procedural Game Art Generator   
    Hi @TomC , I just uploaded a game to google play, where there are 500 fish to unlock, I used your program to generate them, I leave the link if you want to try it.
     
    https://play.google.com/store/apps/details?id=com.ixelgames.hungrybirdworld&hl=es
     
    I leave some images of the game:




  12. Like
    jay3sh reacted to GoldFire in [Steam] CasinoRPG - Casino MMORPG   
    Thanks, glad to hear you like it! Which iPad Pro model year are you using? We didn't use pixi or phaser simply because they didn't exist when we started building the game. WebGL also didn't have very widespread support at the time (we started development in mid 2012 and launched the first web version about a year later). We are working on a new game right now with Phaser, but we were very close to going with pixi.js as well. I think if you want raw performance then pixi is the way to go, but phaser did provide a lot of nice features that have saved us a lot of time (and our new game is being developed on a fast timeline, which is what tipped the scales for us).
  13. Like
    jay3sh reacted to Blackdrazon in Copying Rendered Sprite to New Texture   
    So in my previous post on these forums, I got help using some PIXI filters.  Great.  Now, I want to turn the filtered result into a new Texture object so that I can use it in a 3rd party system.  I basically just need a "screenshot" of the filtered results. Once I have the new texture, I no longer need the original Sprite (at least not for this system). The new texture doesn't need to update or anything like that.
    I thought I had a potential approach, but it's not working. Just in case I'm barking up the wrong tree, first I want to confirm that I'm going about this in the most efficient manner. First we create the base Sprite and give it the filters in question.  Because I want to apply the shaders, I think I need to render the sprite to canvas first, so I try to do so on an off-screen canvas.  Last, I attempt to create a new texture using the fromCanvas method.  If that's the wrong way to go about this, let's talk about a better way instead.
    If that is the right way to go about it, here's the problem: fromCanvas never captures the texture. I must be doing something wrong at some stage.  Here's the code.  Note that instead of using an off-screen canvas, I'm currently using an on-screen canvas, because I wanted to confirm that the image is rendering correctly on the second canvas.  It is.
    // Create the main stage. var width = window.innerWidth; var height = window.innerHeight; var renderer = new PIXI.WebGLRenderer(width, height); document.body.appendChild(renderer.view); var stage = new PIXI.Container(); // Create the offscreen sprite and stage. var offscreenSprite = PIXI.Sprite.fromImage('Base3.png'); /* Code to create and apply filters here. */ var offscreenStage = new PIXI.Container(); var offscreenRenderer = new PIXI.WebGLRenderer(offscreenSprite.width, offscreenSprite.height); offscreenStage.addChild(offscreenSprite); // Put view onscreen for testing purposes. document.body.appendChild(offscreenRenderer.view); It doesn't seem to matter whether I try to capture the texture before or during the main loop.  Here's before:
    offscreenRenderer.render(offscreenStage); requestAnimationFrame(update); var sprite = PIXI.Sprite.from(baseTexture); sprite.x = width / 2; sprite.y = height / 2; sprite.anchor.set(0.5); stage.addChild(sprite); function update() { requestAnimationFrame(update); renderer.render(stage); renderer.render(offscreenStage); } And here's the alternate approach, capturing the texture during the main loop. This version even tries to update the texture during the main loop, even though I don't want to do that.  It doesn't help!
    offscreenRenderer.render(offscreenStage); requestAnimationFrame(update); var sprite; var firstPass = true; function update() { requestAnimationFrame(update); renderer.render(stage); renderer.render(offscreenStage); if(firstPass ) { var baseTexture = PIXI.BaseTexture.fromCanvas(offscreenRenderer.view); sprite = PIXI.Sprite.from(baseTexture); sprite.x = width / 2; sprite.y = height / 2; sprite.anchor.set(0.5); } else { sprite.texture.update(); } } update(); Using console.log, I can confirm that fromCanvas is returning the default, empty results.  There's no on-screen results, because the onscreen sprite has no texture.  Any ideas?
     
  14. Like
    jay3sh reacted to ivan.popelyshev in Copying Rendered Sprite to New Texture   
    Because webgl. You cant just take data from webgl canvas, you have to use PIXI extract methods (look them up in docs).
    Also there's a better with using renderTexture, you really dont need extra renderer for those operations. Please look at RenderTexture example in pixi examples.
  15. Thanks
    jay3sh reacted to rich in Where are the Layers?   
    We don't use Pixi in Phaser 3, so this isn't a case of re-inventing something it already provides.
  16. Like
    jay3sh reacted to paulp in [Complete] [phaser] Cyber Tank   
    Hi, please check our new game Cyber tank.



    Ready to sell non-exclusive

    http://cybertank.paulp.ws/
  17. Thanks
    jay3sh reacted to Skeptron in [PixiJS] 2D Tower defense game   
    How do you upgrade the turrets or get more of them?
  18. Thanks
    jay3sh reacted to Umz in [PixiJS] 2D Tower defense game   
    This is much faster paced, simpler and easier to play than most! Straight into the action! Love it! 
  19. Thanks
    jay3sh reacted to enriqueto in [PixiJS] 2D Tower defense game   
    nice prototype
    I enjoyed the music and the shooting coupling to the melody. 
    I code all my games on TypeScript too.
  20. Haha
    jay3sh got a reaction from Umz in [PixiJS] 2D Tower defense game   
    Hi all,
    I made this short 2D Tower Defense game using Pixi.js. I would love to know what do you think.
    http://jayesh.me/pixicraft/demo1.html
    Libraries/Tools used: pixi.js, howler.js for audio, Inkscape for artwork, coding in Typescript
     

  21. Like
    jay3sh reacted to ivan.popelyshev in Z-order examples outdated?   
    Current version is layers. Display is old one, i'll remove it. I kinda had a test, whether people like old API or new one, because they're totally different. Now "layers" is default branch.
    May be this functionality will be included into pixi.js. I think the solution is mature enough and saves time by doing same things automatically that user does manually most of the time. I explained mechanism to several users and they;ve confirmed it.
    The main trick is that instead of several z-indices, you can create several "PIXI.display.Layer" and plugin wont use costly sorting operation. if you want 1000 elements on top of other 1000 elements - sorting isn't needed, its O(N) instead of O(N log N).
  22. Thanks
    jay3sh reacted to ivan.popelyshev in Z-order examples outdated?   
    You are missing a plugin that adds this functionality. Use layers examples with this thing: https://github.com/pixijs/pixi-display 
    Also if you dont need to sort through the tree, you can just use simple approach: https://github.com/pixijs/pixi-display/wiki
    You've missed third line in those examples: 
    //the plugin is here: https://github.com/pixijs/pixi-display/tree/layers, its WIP  
  23. Thanks
    jay3sh reacted to ivan.popelyshev in Estimating duration of AnimatedSprite's single run   
    Look up sources: https://github.com/pixijs/pixi.js/blob/dev/src/extras/AnimatedSprite.js
    Look up for problems of pixi vanilla AnimatedSprite: https://github.com/pixijs/pixi.js/issues/4270 
    Look up other people implementations : https://gitlab.com/griest/pixi-actor#README
    Also you have to know that "delta" value used in all pixi tickers is 1.0 for ideal frame of 60 FPS, that's why you can write things like "mySprite.x += 0.1 * delta".
    If you want fixed frames, either make sure delta passed to AnimatedSprite is always 1.0 by turning off autoUpdate and calling update(1.0) on your side.
    Or you can write your own AnimatedSprite.
  24. Like
    jay3sh reacted to AndyTyurin in Web spritesheet editor   
    Spritesheet Editor in web
    Create spritesheets by placing images in cells, set up sizes and offsets of your columns and rows. Download generated JSON file with coordinates of each of your sprite and PNG spritesheet image. Autosave of your progress, sharing, collaboration work;  
    Development of spritesheet is not easiest in terms of 20 or 100 sprites.
    In case of WebGL games it's quite necessary to have one spritesheet instead of using separated images each iteration of rendering.
    Tool is useful for designers and developers who are interested in development 2D, 2.5D games.

    I'm seeking for React developers to build this app for community for free.
     
    The project consists of 3 phases. First one gives you main functionality for generating PNG and JSON.
    Next one will be about keeping information on server-side in database with social network authorization, it will be premium functionality for really cheap 3$/month subscription per account.
    Last phase will introduce collaboration mode, invite by link and multiply spritesheets management.
     
     
    Please, leave your comments about features you want to have, development already started.
    Thanks, cheers!
     

  25. Like
    jay3sh got a reaction from ivan.popelyshev in AnimatedSprite single pass   
    Hi,
    I was trying to make my AnimatedSprite run only once. Initially I thought it could be achieved by setting `loop` to `false` and manually calling `play()`. However that worked only first time. For instance, I wrote code to run the animation once when mouseover. Later on when the animation is over I would take my mouse elsewhere and then bring it back over the sprite to trigger animation again, but this time it wouldn't play. After lot of experimentation I figured out that I have to call `gotoAndStop(0)` in the `onComplete` callback to achieve what I wanted.
    let animSprite; // Load animSprite animSprite.loop = false; animSprite.gotoStop(0); animSprite.onComplete = function () { animSprite.gotoAndStop(0); }; animSprite.play(); Is this the right way to achieve single-pass animation?