user123456789

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  1. Hello, First of all, I know that the problem has been somewhat addressed in previous topics, but I just don't seem to find an answer which results to as accurate zoom effect what I am looking for. My use case is that I want to implement scaling a sprite (many of them in a container) which is as accurate as scaling pixi graphics object. -- which does not get blurred. The scale range goes e.g. from 1.0 -> 10.0 I tried solve the problem by creating a tileset which has the same sprite stored in multiple sizes 64x64, 128x128 and when I am scaling I swap the texture of the sprite according to current scale level. e.g. The code below illustrates the idea: ... var twitter = new PIXI.Sprite(tileset['twitter-zoom-1.png']); twitter.x = 100; twitter.y = 100; twitter.currentTexture = 'zoom-1'; twitter.anchor.set(0.5, 0.5); this.addChild(twitter); // Add to stage // Simple test... setInterval(function() { twitter.scale.x += 0.1; twitter.scale.y += 0.1; // Swap the texture when reaching 2.0 ... (but only if not swapped) if(twitter.scale.x >= 2.0 && twitter.currentTexture === 'zoom-1') { twitter.currentTexture = 'zoom-2'; twitter.texture = tileset['twitter-zoom-2.png']; twitter.scale.set(1.0, 1.0); // Reset scale } }, 1); ... I am just not happy with this approach for multiple reasons: 1.) The check I use for scale is never really accurate because of floating-point numbers 2.) I need to save up to 10 different zoom levels per sprite to the tileset 3.) When the sprite is zoomed from e.g. 1.0 - 1.9 I can see it getting blurry and then suddenly it gets a bit more accurate again because the sprite is swapped. Also I don't know if this is even right approach for solving the problem in terms of performance. Finally, I have the .svg version of the twitter icon which opens more opportunities. Any ideas? Cheers!
  2. I just had the same problem with latest pixi.js. It happened because I had a method which I used to create more than one particle container as e.g. var stars = new PIXI.particles.ParticleContainer(count, { alpha: true }); The count varied between 50 - 200 during method calls, I ended up replacing count variable with hard-coded value: 1500 .. and error disappeared.
  3. Hello, and welcome to the forums. I just gave your game a quick "spin" and it seemed to run fine with my computer and I even managed to pick up few things here and there but it kept telling something about missing high scores functionality? Anyways, as an initial impression I somewhat understand the concept you are after but I would recommend that you consider at least following things: - Changing of keys constantly disallows me as a player to learn even the controls of the game to play it properly, so it was somewhat frustrating rather than rewarding experience. Yet, I am not saying that it is bad idea as a game mechanic, but it just happened way too often. That being said, what if those nasty things could happen only if the player accidentally picks up some unwanted item of some sort? - Another thing which I noticed were the graphics.. have you considered making more work on those, and have you looked free platformer graphics online? Yet I am not saying that you can't make those yourself. But I guarantee you that good graphics are essential to games, whether they are 3D or pixelart; The game suddenly comes to alive. Anyways, keep up the good work. And, hopefully I didn't sound too depressing here, just trying to make you a better game developer. Cheers!
  4. Well, that is pretty small but addicting game. I only played the single-player mode and got really frustrated to the ghost driver. I mean, I hated and loved the challenge at the same time. brilliant. One suggestion though: I would modify the pixel to look like an actual car, it would be more entertaining; And I feel somewhat bad by saying this, as your whole app is named as "pixelracer". However, I think you can keep the name even if you modify the car to look slightly more as a "car". ? Cheers!
  5. At least for me, that mailto link doesn't work (using chrome).. it just opens a blank tab. But yea, I'll take the details requested and send them manually.
  6. Hi, This project looks cool, but unfortunately I couldn't get it to move. I joined to some server and tried everything. Is it a bug or just me? Used google chrome.
  7. Nicely crafted, however, because I was only one online it was really hard to motivate yourself to play or enjoy the game. (no one to play against.) Maybe you need to start making BOTS
  8. yes, I have good connection 100/100 but i'm from Finland so it adds latency if your servers are not around here. (europe)
  9. I tested the game but it was so laggy that player warped everywhere and suddenly disappeared... well. maybe you still have some fixing to do... also, is it really online multiplayer by default?
  10. Hello. Nice little game you got there. Adding some graphics and juiciness could bring it more to alive. sounds are also pretty important, but like you said.. it is WIP
  11. Alive & Kicking Alive & Kicking is fast-phased one player (side perspective) karate game, where player must to survive by punching away the objects flying from other sides of the screen. You can play the game at itch.io or gamejolt.com ------------------------------------------------------------------------------------------------------------------------------------------------ Hi all, At last weekend I participated to gamejam and made a simple game with phaser. I didn't use much time to actual game programming (10 hours? 12 hours?), because I also needed time to come up with the idea, set up some things and to make graphics etc. That being said, I like to highlight that phaser as a framework felt promising and I continue to recommend it for anyone starting to make games. I did suffer some performance issues which I didn't have time to debug, but nonetheless, it was probably problem of my code, not the framework. Moreover, if you are interested to know how it was made, the full source code is available at github. For instance, I managed to configure it to contain dev/prod server modes and easy releasing. So, even though that code is not that "good" at least some of the parts might be to your interest. (grunt.js and require.js). As a future note, I will be continuing to open source my previous game projects and to make new ones. Maybe even tutorials when I am little bit better with Phaser. So, if you are interested, feel free to follow me at twitter @maunovaha - I wan't to find more game dev people around me. Cheers.! Any comments from the game welcome, even the bad ones. It means that you actually tried the game. haha.
  12. No i dont mean teleportation, because the path taken should be smoothed when corrected with real accepted server packets.. it should not look awful if its applied correctly and to correct games where objects are more predictable.. e.g. racing, tank games.. Yea, I realized that I left my explanation a bit short.. let me correct by saying that interpolating e.g. 100ms in the past between two valid positions from the server. Ofc. it requires that server sends updates as fast that at least two packets has time to arrive to the client. Hence, there is a chance that they wont arrive on time anyway, because of packet loss and a like. In those cases, client could use either extrapolation to predict future positions of other entities or let them rest still.. in both cases, it is possible that entities seems to suddenly snap to different position. (prediction error with extrapolation or packet finally arrived from the server which is accepted). Thus, I agree that terminology is rather confusing.. as dead-reckoning is basically same as extrapolation in the literature.
  13. Ok, sounds fabulous. Entity interpolation seems legit if the game is fast-phased and rather unpredictable as using of dead-reckoning could result to high number of prediction errors(?) To my understanding entity interpolation means rendering of other entities around you in the past (just as 100ms) - using real values from the server, whereas client-side prediction is a technique which is applied to the character controlled by yourself (you predict your own movements, which server later corrects or agrees with.). Hence, if you dont apply area of interest - delta coding is another method to mitigate bandwidth usage. - only values which changes are sent to the player(s). For instance, you sent full room snapshot to the player_2 when he joins to the room, packet 1: {players { player_1: { x: 1, y: 1, name: "ExamplePlayer" } ... and other players ... }}..later on, you only send recent deltas to the same player which has received full world snapshot. e.g. when player_1 moves one step to right.. only x is sent to the player_2 within the same room. packet X: {players { player_1: { x: 2 } }}Maybe something which you already knew, but anyways I think Quake uses same technique to mitigate bandwidth usage
  14. Good stuff, it is nice that you decided to use jsonwebtoken & require.js - they are yummy! Seems that you are getting to interesting point next.. the actual loops and networking madness. Hence, I recommend Mongoose for db side (: Hmm. it also seems that you are making some sort of room structure... are you planning that the whole world is made of separate rooms and player can be only in one room at a time & see only one room at a time and it's environment ?
  15. Hmm.. interesting, but at least for me - taking 50/50 for every in-app purchase sounds like robbery.