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About lTyl

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  1. Heya. I am using PixiJS to build a visualizing tool as part of a larger application. Currently, I am building a minimap component which draws linked ancestors from a selected chain in the main web application. Each link is drawn from the center of one shape to the center of another. The minimap has panning and zooming. When the minimap is updated, and new links are drawn, the lines linking two shapes are not drawn to the center of those shapes. This draw bug only happens if the main draw layer scale and position was changed from a pan or zoom action. Panning works by changing the X and Y position of the relevant Pixi Container on drag. Zooming works by changing the scale property for X and Y. Obviously, my center point calculation is failing to factor in the position/scale of the container. I am calculating the center via: var center = { x: shape.x + (shape.width / 2), y: shape.y + (shape.height / 2) }; Thus, how can I get the center point of a Container (shape) to always represent the center point of that container, regardless of how I manipulate the scale and positioning of the parent? This will be the world coordinate representing the center point of a container. Is there an easy way of getting that point?
  2. Thanks for the comments! We have a Web demo over on I'm not actively sharing the link because that demo is 11-months old at this point, and quite a bit has changed since. Updating the Web demo is on the to do list. I also am planning on getting a demo live on Steam as well. Regarding the difference in art styles from the game versus promotional art, this was done mainly as a throwback when game box art would have outrageous cover art compared to the art style of the game. @lemmo Thank you!
  3. Thanks! We definitely spent a lot of time on the art to get it "just right." Here is what it looked like before: All of our artists did a phenomenal job getting us from there to the art you see today.
  4. Heya! I've been a long-time lurker on these fine forums, and I hope to change that by becoming an active and valuable member here. There are a lot of great like-minded developers to communicate with and share in our common interest; game dev with HTML5 technologies. The entire team on this title is very humble and open. If you need a re-tweet or just want to chat, feel free to give get in touch! We love helping out other devs. Finally, for my first post, I want to share a Kickstarter funded project I have been working on with 4-other talented developers: Game Website: Developer: Something Classic Games LLC. Developer Website: Developer Blog: Press Kit: Press Kit Buy: Direct | Humble Store | Steam All pre-orders receive instant access to the beta. Shadows of Adam is the self-proclaimed modern day successor to the oft-heralded classic JRPGs of the ‘90s. A shining example of sensibility through contemporary design. Its incredible story is backed by world-class pixel art and nostalgia-inducing music that you’ll be humming for decades to come. Random encounters, mindless dungeons, and empty dialogue are all tossed aside, favoring instead, substance through simplicity: only the choicest cuts of story make the game; every battle provides a meaningful challenge; each map is its own expression of exploration and beauty.The story follows an outcast with a fearful power who ventures out into the unknown world to save her father and herself. Along the journey, dangerous foes present an ever-growing challenge, and players will have to level up, find equipment, and learn new skills to overcome them. Combat takes place in a traditional turn-based battle system, albeit an upended one. Notable mainstays like ability points have been redesigned from the ground up to support faster paced battles where using powerful skills is an every round affair, and the only way to succeed is through careful planning. Dungeon exploration takes a similar turn where intent and purpose help drive the player’s decisions. Whether riding hot air vents in a smoldering volcano, battling Cthulhu-like plant monsters in a murky swamp, or solving puzzles crafted by ancient practitioners of magic, every step and turn in Shadows of Adam promises to offer some novel experience, guaranteeing thrills and twists that will keep players guessing until the very end. More Screenshots: 16-bit JRPG glory with a modern design 10-12 hours of gameplay (12-14 if you never figure out how to run) Delicious graphics (consume raw at your own risk) A deep, character-driven story with lots of humor Blazing fast battles that will set your pants on fire No random battles. Monsters are on screen, waiting for you to thrash them! Four playable heroes with unique skills Save anywhere! Inspired music you will find yourself humming twenty years from now Suplex dragons Revel with clean freak pirates Sneak past gambling addicted guards Learn novel new swear words Sample strawberry flavored potions Evade taxes at a booming black market Deface ancient graves Run from the cabbage lady Eat the mushroom sauce of a lunatic witch (with a fork) Stomp through an old man's house in the middle of the godforsaken night Why are you still reading this? Get the game! Developed by: Connect: Twitter: @SomethingClassc Facebook: Something Classic Games Kickstarter: Kickstarter Technical: IDE: Webstorm 10 Development Server: WAMP Version Control: GIT via GitHub Game Engine: ImpactJS Programming Language: JavaScript, PHP Level Editor: Weltmeister Code Debugging: TraceGL / Webstorm Bug Tracking: Trello Binary Distribution: Electron File Sharing: Dropbox / FTP / Google Drive Game Script / Design Document: Google Docs Team Communication: Slack / Email more Info:Tools of the Trade Choice Development Articles from our blog other developers may enjoy: The role of the Composer Budgeting the Art Costs of an RPG: Part 1 Budgeting the Art costs of an RPG: Part 2 Budgeting the Art Costs of an RPG: Part 3 Jump Inside My Head and Let's Map!