PixelPicoSean

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PixelPicoSean last won the day on May 25 2015

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About PixelPicoSean

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  • Birthday 12/03/1990

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  1. Looking forward to the new update Yep we've talked about tons of concepts before, and that's exactly what gives me the idea of making a game like that. But I am still experimenting with that, only ugly placeholder visual elements, will post something when I made more progress.
  2. how to use pixijs loader with holwer.js?

    Take a look at the audio module of LesserPanda framework, which still loads audio files using Howler but PIXI loader will know about the progress through a middleware. Be aware that the resource-loader in LesserPanda is actually v2, but the idea behind it is the same on both v1 and v2.
  3. Supported, good luck BTW. I'm also making a Zelda-like with kinda open world in mind, your game is very inspiring.
  4. The Weave of Heroes - A pocket sized RPG

    Wow that's a pretty great game, well polished.
  5. I'm back

    Welcome back to HTML5 gamedev family
  6. PIXI.Graphics vs PIXI.Sprite Rectangle Drawing Strangeness

    Sprite is faster if you have lots of rectangles to draw.
  7. hitTest in V3

    I think you've misunderstand the "containsPoint" method, which is actually a callback for you to manually check whether the input (either mouse or touch) is inside a Container/Sprite. Try contains method of PIXI shape objects if you want to test whether a point is inside.
  8. Gaps between sprite tiles when scaling the stage

    Try to set the antialias to false and roundPixels to true. And the pixi-tilemap works without any issue on Canvas mode but will have gaps in between while using WebGL and run on some specific browsers (like safari).
  9. Polyflyer - Spaceship-Arcade [ad-free]

    Difficult but fun, I cannot even pass the second gravity level.
  10. Simple, fast, independent, physics engine alternatives?

    I'd suggest try make your own, reasons below: AABB collision is pretty simple with just a few lines. Regarding the physics simulation you just need to create a class with only the properties your entities need, which is just another few lines of code. For box-vs-box collision detection: // a vs b aIsOverlapB = !( a.bottom <= b.top || a.top >= b.bottom || a.left >= b.right || a.right <= b.left ); For circle-vs-circle collision detection: // AABB overlap first aIsOverlapWithB = false; if (!( a.bottom <= b.top || a.top >= b.bottom || a.left >= b.right || a.right <= b.left) ) { // Now let's check the distance between center of the circles with radius sum // Squared distance is enough, so you can skip the expensive `sqrt` calculation aIsOverlapWithB = Vec2.squaredDistance(a.position, b.position) < (a.radius + b.radius) * (a.radius + b.radius); } For complete AABB based physics implementation, you can take a look at the physics module of LesserPanda, and use it as a reference for your own physics engine.
  11. lesser-panda community

    For any issues about lesser-panda, post them to issue tracker of the repo. I am the maintainer behind it, you can also through pms on me, all is ok Welcome to the lesser-panda world, have a nice adventure.
  12. [ImpactJS] "Shadows of Adam" by Something Classic

    Great presentation. Feel the same shock as I saw this game a few months ago. Nice work +1. BTW. glad to see people still using impact.js
  13. Main difference between addObject and addChild?

    What you guess is true, addObject is designed for objects that need to be updated each frame (that has an update method), while addChild adds a display object into the scene tree.
  14. Image editors for Mac as of late 2016

    Aseprite of course, it's awesome pixel art tool meets all your needs.
  15. Create your own script using "imagemagick". It's powerful for any kind of image conversion.