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Found 9 results

  1. mcolman

    Phaser Manifest Loader

    Hi all, I have just released Phaser Manifest Loader for those using webpack. I've been using this code in production for a while now, it makes it super easy to load assets via a simple manifest. Check it out! https://github.com/mattcolman/phaser-manifest-loader Cheers, Matt.
  2. Hi community, I want to propose you some addition to assetManager and sceneOptimizer. If the solution already exist, said me assetManager : 1. Get loading percent, not on x file loaded but on stream data loaded when it's possible. > for more precision and to show state if you load some big files. 2. Add "abort" function and "onAbort" callback to cancel running tasks and loading files. > Currently "clean" function delete tasks in assetManager but not abort current loads. That mean if you have a big file in loading, it don't stop. sceneOptimizer : 1. Add a starter level to try optimizing render : > I tested the current sceneOptimizer and the problem is it try the best render first. If you have an older device, the website crash and the browser reload page before that sceneOptimizer can downgrade the render. So, it's a loop without ending. 2. Create two steps to optimize render : > First : upgrading. The sceneOptimizer try to reach "x" FPS with the starter level. If it's ok, it upgrade render again until when it can't reach "x" FPS. > Second : dowgrading. If the last try (or the first try with the starter level ) not reach FPS, the sceneOptimizer downgrade until when it can reach FPS. If the sceneOptimizer reach "x" FPS, it stop. > Of course, we keep "trackerDuration" : time in milliseconds between passes. > You will can restart the sceneOptimizer when you add or change something like the current version What do you think about this ? Have a nice day !
  3. Hi there, I am looking into phaser framework for a game that I'm developing. I was wondering if it is possible in phaser to load custom assets (data file) that contains multiple png files and some custom information. Is is possible to open a custom file, read binary contents, and pass png data to create a phaser image/texture etc.? I love to hear if this is possible, thanks, Bram
  4. Hi. My name is Michał. I am 2D graphic designer based in Poznań, Poland. I have 5 years experience in making art and animation for games using various techniques and styles. Pixel art is my favorite and works for me like meditation I'm interested in paid jobs. 12$ per hour is good for me. email: stalomirkishov@gmail.com my portfolio with more works: http://www.stalomir.pl
  5. MikeMac2d

    Game Pack Bundle Sale

    10 Tile Packs all together https://mikemac2d.selz.com/item/10
  6. The Grim Panda Design team is currently accepting new art and design projects. We have a team of experienced and seasoned 2D & 3D artists and animators who have provided assets for many of the best-selling mobile game companies on the market today. We work with any budget, large or small, and can quote prices on a project level, per-diem, or hourly. With the ability to work in vector, concept, and realistic styles, our team is dedicated to making your project come to life. The quality of your assets will be precise, clean, and look brilliant in your mobile IP. We pride ourselves on bringing your player into the world you have envisioned. Due to legal obligations with many of our clients, we cannot publicly post our complete portfolio. Please contact me at jcogswell@grimpanda.com for samples. Thank you, and we look forward to bringing your creative design to the next level.
  7. I load a texture using the asset manager, once load is complete, I create a sprite using that texture. I created a PG where you can see the code working: http://www.babylonjs-playground.com/#1KDQTU#6 But when I try to run the exact same code in my project, nothing appears. The DOMContentLoaded listener was written in a way that'd allow me to keep my PG createScene() unmodified. What am I missing? window.addEventListener("DOMContentLoaded", () => { window.canvas = document.getElementById("renderCanvas"); window.engine = new BABYLON.Engine(canvas, true); var scene = createScene(); }); var createScene = function () { var scene = new BABYLON.Scene(engine); var camera = new BABYLON.ArcRotateCamera("camera", 0, 0, 0, new BABYLON.Vector3(4, 1, -0), scene); camera.setPosition( new BABYLON.Vector3(0, 0, -20) ); camera.attachControl(canvas, true); var assetsManager = new BABYLON.AssetsManager(scene); var url = "http://jerome.bousquie.fr/BJS/images/spriteAtlas.png"; assetsManager.addTextureTask("textureId", url); assetsManager.onFinish = (tasks) => { var ui = new BABYLON.ScreenSpaceCanvas2D(scene, { id: "uiContainer" }); var texture = new BABYLON.Texture(url, scene, false, true, 1); var sprite = new BABYLON.Sprite2D(texture, { parent: ui, id: "asdf" }); }; assetsManager.load(); engine.runRenderLoop(() => { scene.render(); }); return scene; };
  8. Hello Everyone, I am new in phaser, I am really excited to make new game with this framework I would like to know if it is possible to load asset from unity. I have some asset in unity (xyz.unitypackage) and i would like to use them in phaser, can I convert them to json and png format ? Thanks in advance
  9. https://www.assetstore.unity3d.com/en/#!/content/54188 thanks for Your time