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Found 76 results

  1. Matthias Elephant

    App Translations - (AppStore/ PlayStore) management

    Hi indie and html developers 🙂, a while ago we tried to save a little bit of your time and presented our tool to translate your GOOGLE PlayStore release notes automatically. If you missed - click here (HTML5 - Release Notes - Translation Tool - Google Playstore)! Now we are in the beta test of our new services. It goes far beyond the ideas of our first tool. It enables you to automatically translate and upload all store text assets directly to the Apple App Store and Google Play Store. Description: - Localizing your store descriptions is essential for your App Store Optimization (ASO). - Translating and uploading app store assets takes a lot of time. You have to translate in over 70 languages for the Google Play Store and in over 25 languages for the Apple AppStore. - Our Elephant Translate Service supports you with this tasks and automates both, translation and uploading. - You provide your base texts, your titles, your keywords, your credentials and we translate and upload everything for you within minutes. - Our tools is easy, comes with lots of help and will guide you through the whole process. Benefits: Get more downloads from all over the world Be more visible within the main stores Optimize your app publishing process Localize titles, keywords and descriptions Change texts and keywords easily Save tons of hours If you are interested to be a beta tester just contact us here or using this link: I WANT AN ELEPHANT - TRANSLATE SERVICE Best regards I WANT AN ELEPHANT TEAM
  2. Hi, would like to propose some possible improvements for AssetsManager there are multiple tasks that can be added to manager, but I think would be nice to have general `addTask(task: AbstractAssetTask)` so custom tasks could be created and added to manager if needed. right now response in onSuccess can be just string or ArrayBuffer but I think it would be great to get back request object so there would be more control what to do on success. minor but I didnt found way to add mime types to loader, but that can be fixed on server side as well, so server always serves files with proper mime type I came across this when was trying to implement svg file loader task to load svg as document. Was quick to implement task but could not add it to mananger and it needed request.responseXML so had no acces to it For now used text file tasks and parse string using DomParser. So what other think about this ? Thanks
  3. Hey everyone I recently started trying to put my webapp made in Babylonjs and typescript into a Cordova android app. Before this I was just setting up a local server, this way I could load all of my assets easily. However when my app gets built for android it makes all of the assets go through this type of path file:///android_asset/www/Audio/ Which I don't believe Babylonjs can handle er something. Except some of the sound files load source: I can hear them but they still give the error. So I was wondering what the next best solution would be, but I don't have my own server to host these assets on, I was thinking GitHub maybe but I don't know how I would reference that in my code. The type of assets I have are babylon scenes, images, textures, and sound files so imgur won't work (I think). Im going to try the GitHub approach for now. They would need to be private so no one but me can see them but I also need them to be accessible to anyone who has the app so I'm kinda stumped about how to do it with that respect... Any ideas ? More details in these posts about my problems: Thanks have a beautiful time!
  4. Wolfsbane

    Panda2 Editor: Editing/Adding Assets

    Hi team, I'm quite interested in the PandaEditor. However, I'm having some trouble using it. I'm using the latest version (Downloaded yesterday). Here's the assets tab: Now: How do I add more assets? I've tricked clicking, right clicking, ctrl+click, etc. So it seems that the asset view is just that.. a view? Or am I missing something? I want to either 1: Be able to select assets for editing. (opens with Editor of my choice). 2. I would be happy with at least being able to open the file explorer directly to the assets folder from PandaEditor. I had to open file explorer myself, and navigate out to the folder. Cheers!
  5. I read in another thread that BabylonJS intelligently handles multiple uses of the one texture for optimal performance i.e. internally if the texture path is the same then no extra vram is used for subsequent new textures with the same path. I suspect I've been overcomplicating things up until now but here's some related questions. Question 1 If I load my textures with AssetsManager like so: var textureTask = assetsManager.addTextureTask("my-texture", "./path/to/my-texture.jpg"); Are the following methods of applying the textures equivalent behind the scenes (i.e. neither uses more VRAM)? // Method 1 textureTask.onSuccess = function(task) { material.diffuseTexture = task.texture; } // Method 2 - elsewhere in application after assetsManager.onFinish() has been called. material.diffuseTexture = new BABYLON.Texture("./path/to/my-texture.jpg", scene); Question 2 What I've been doing up until now is assigning loaded assets to an assets array which I then pass around to various objects to use what they need like so: textureTask.onSuccess = function(task) { assets[task.name] = task.texture; } // Stuff ... var myCustomObject = new CustomObject(assets); // In CustomObject ... material.diffuseTexture = assets["my-texture"].clone(); The reason for the .clone() is when I need different uv scale and offset per instance. If my method 1 and 2 are functionally equivalent and don't result in any additional vram usage or performance hit then I'm wasting my time passing around an array of loaded assets when I could simply instantiate a new texture with the same path that I know has already been loaded by AssetsManager. Can anyone shed some light on this? How do other people manage this efficiently?
  6. const atlasData = { // some data... } this.load.atlas("one", "one.png", atlasData); this.load.atlas("two", "two.png", atlasData); gets this error: File.js:557 Uncaught TypeError: Failed to execute 'createObjectURL' on 'URL': No function was found that matched the signature provided. at Function.File.createObjectURL (File.js:557) at ImageFile.onProcess (ImageFile.js:142) at LoaderPlugin.nextFile (LoaderPlugin.js:827) at ImageFile.onLoad (File.js:328) deleting either line works perfectly fine
  7. Hello, Possible Bug in Assets Manager Audio. QUESTIONS: Is this a bug, is it related to M64 and M65, does anyone have any insight on M64 and M65? STEPS: 1) Run the Audio test (https://www.babylonjs-playground.com/#PCY1J#8) from these docs (https://doc.babylonjs.com/how_to/playing_sounds_and_music) and no audio. Reproduced in Dev environment. Along with interesting deprecation messages in the console. below... (maybe not related?): [Deprecation] GainNode.gain.value setter smoothing is deprecated and will be removed in M64, around January 2018. Please use setTargetAtTime() instead if smoothing is needed. See [Deprecation] AudioParam value setter will become equivalent to AudioParam.setValueAtTime() in M65, around March 2018 See https://webaudio.github.io/web-audio-api/#dom-audioparam-value for more details. Interesting. NOTE: Possible bug behavior seems limited to AssetsManager, as I can still use direct load sound and it works. QUESTIONS: Is this a bug, is it related to M64 and M65, does anyone have any insight on M64 and M65? ping @davrous ... : ) Thanks,
  8. scofieldly

    load assets after preload

    Hi all, currently I got 2 state stateA assetsA stateB assetsB I want to load assetsB after stateA create completed, so when I go to stateB the preload flow can be faster even to 0. so I wrote like this in the end of stateA create part but I got some wranings this.game.load.audio('stateB1', 'assets/audio/stateB1.ogg'); this.game.load.start(); Phaser.Loader - active loading canceled / reset ----phaser-2.6.2.js:74076 and the assets are not loaded at all. so do you guys now how should I do to 【preload】assets for next state, thx
  9. Hello World, I'm a pixel Artist and Game Designer sharing my work for the #gamedev sake. I just released a Free Public 2D Platform Pixel Art Pack for everyone. Check it out I even made an online Demo made with Phaser so you can see it in action: http://pixelgameart.org/demos/sunny-land/ Download this Pack at my site where I will be posting each month a Public Pixel Art Pack (code included): http://pixelgameart.org/web/portfolio/sunny-land/ Cheers and happy #gamedev
  10. Hi, my name is Anastasia and I'm open for new projects! Full time/part-time job. Rates are negotiable. Feel free to contact me - vanillapatchuli@gmail.com Skype - kozhko888 Check out my gallery: https://www.artstation.com/kozhko Thank you!!!
  11. Hey everyone I just have two simple question I cannot find an answer too. First Question: The SpriteManager needs a capacity parameter, but why does it need this? Why can I not change this during runtime? What does it actually do (in the background) (except for just not showing any sprites that exceed the capacity)? Does it hurt performance at all if I just put a 'crazy' high number? Can the manager not just +1 the capacity by itself in the background whenever an instance of the sprite is created? It just seems so odd that I have to give it a number and I feel like I'm missing something here. My second question is how to exactly use the AssetsManager for sprites. The documentation gives this example: var imageTask = assetsManager.addImageTask("image task", "img.jpg"); imageTask.onSuccess = function(task) { console.log(task.image.width); } But that doesn't explain how to use it with a Sprite since the task returns an image, and a SpriteManager only requires an image url. Thank you in advance!
  12. lirioartproduction

    3D Props Assets Texturing Service

    Hello! Lirio Art Production can provide mainly high quality texture or 3D props from scratch to final output for your next-gen game. Please feel free to leave a comment here or directly message me regarding your project and estimates at lirioartproduction@gmail.com. - Texture Only: PBR Texture Tileable - $30/texture Included: Base Color or Albedo Map Normal Map Ambient Occlusion Roughness or Glossiness Map Metallic or Specular Map PBR Props texturing - $45/props/texture Included: Bake the sculpt to the game res Base Color or Albedo Map Normal Map Ambient Occlusion Roughness or Glossiness Map Metallic or Specular Map Substance Painter smart material [optional] - Asset sculpting, game res and texture: Basic Props [Flashlight, Cabinet, Chairs and Tables, etc.] - $150/props Included High resolution Sculpt Game Resolution Bake sculpt to game res PBR Textures [Base Color, Normal Map, AO, Roughness, Metallic]
  13. Hello! Lirio Art Production can provide mainly high quality texture or 3D props from scratch to final output for your next game. All textures are set to 2048x2048. - Texture Only: PBR Texture Tileable - $30/texture Included: Base Color or Albedo Map Normal Map Ambient Occlusion Roughness or Glossiness Map Metallic or Specular Map PBR Props texturing - $45/props/texture Included: Bake the sculpt to the game res Base Color or Albedo Map Normal Map Ambient Occlusion Roughness or Glossiness Map Metallic or Specular Map - Asset sculpting, game res and texture: Basic Props [Flashlight, Cabinet, Chairs and Tables, etc.] - $150/props Included High resolution Sculpt Game Resolution Bake sculpt to game res PBR Textures [Base Color, Normal Map, AO, Roughness, Metallic]
  14. KlamHuggeren

    Creating isometric assets

    Hello all! I'm currently making an isometric game using Phaser and the superb isometric plugin. However when it comes to creating assets I hit a wall. When searching online I don't really find something useful on best practice on creating isometric art but a few tutorials. If I want to a few characters - say same form, different clothes - in eight directions should I use a program life Inkscape and draw all of the different angles or should I create a 3D model and take pictures. I find the information on the topic very lacking. Thanks in advance for any answer! :-)
  15. Okay, so a lot of the tutorials for Pixi.js seem a bit outdated. Most of the information out there still uses the old way of creating a new Pixi application by not using the newer 'convenient' Application class and setting up the renderer, container, and ticker by hand. A lot of the guides and articles also seem to be written before Pixi adopted and extended on a third-party loader module. Anyway, could someone explain to me how loading assets works, and what it means exactly? Normally, to start displaying some visuals with Pixi, you need to create a texture, and then a sprite from that texture, yes? Example: var texture = PIXI.utils.TextureCache["images/anySpriteImage.png"]; var sprite = new PIXI.Sprite(texture); But then comes the 'loader' to the rescue. From my understanding, the Pixi loader is an object that simplifies handling assets because it creates the textures for you? For example: const loader = PIXI.loader .add('image1', '/assets/images/image1.png') Am I correct? I can't wrap my head around this. Here's my code altogether (it doesn't work by the way): const app = new PIXI.Application(800, 600, {backgroundColor : 0x1099bb}); document.body.appendChild(app.view); const sprites = []; const loader = PIXI.loader .add('image1', 'assets/images/image1.png') .load(function(loader, resources) { sprites.image1 = new PIXI.Sprite(resources.image1.texture); init(); }); function init() { app.stage.addChild(sprites); } Do I need to render the stage in the 'init' function as well? Do I have to call 'load()' at some point? I'm so confused! However, this code works and I'm not sure why: const app = new PIXI.Application(800, 600, {backgroundColor: 0x1099bb}); document.body.appendChild(app.view); const loader = PIXI.loader; loader.add('image1', '/assets/images/image1.png'); loader.once('complete', function(loader, resources) { init(); }) loader.load(); function init() { let sprite1 = new PIXI.Sprite(PIXI.loader.resources.image1.texture); app.stage.addChild(sprite1); } EDIT Okay, it's making a lot more sense to me now. Here is the cleanest way I've come up with when using loader: const app = new PIXI.Application(800, 600); document.body.appendChild(app.view); const loader = PIXI.loader; loader .add('image1', '/assets/images/image1.png'); loader.on('complete', function(loader, resources) { let sprite1 = new PIXI.Sprite(loader.resources.image1.texture); app.stage.addChild(image1); }); loader.load();
  16. What benefits importing assets in .babylon format has over .obj format? Which is better for performance, especially for loading very big high poly objects (for example, 100mb)?
  17. Hi, I had trouble loading sounds and playing them directly at startup. I realised that the AssetManager calls the onFinish callback before loaded sounds _audioBuffer is set and are _readyToPlay. I dont know if it was a designed choice but it would be really useful either if the asset manager waited by default for the readytoplay flag to be set, or if there was an option to set when adding the job to the manager.
  18. I'm building my first Pixi game and working on basic services for asset management. My game should support few different resolution asset packs. Pixi handles this fine with resolution values and scaling. Next part I'm working on is to reload higher definition assets when required. Lets say that player starts game on 800x500 embedded window but presses full screen toggle. In this case I'd like to load HD assets on background and then replace the SD assets with newer ones once loading is ready. Before implementation I'd like to know if there is any existing mechanism in Pixi for this kind of operation? Or if not, should I know something specific about Pixi's texture handling to avoid some pitfalls? My current idea is as follows: When user moves to HD mode, trigger reloadAssets event, which kicks of my AssetLoader which loads the set of resources I require at the moment. Loader stores the names and textures to a map in AssetStorage -service. Once this is finished, an updateAssets event is broadcasted. Each Sprite can listen this event and they will update their texture from my AssetStorage -service. The reason I'm slightly insecure about my design is because I don't know exact inner workings of Pixi's resource management. For example does Pixi clear assets automatically, which might mess up my AssetStorage -service? What exactly I need to do when I reload new versions of assets especially regarding the old assets?BaseTexture seems to have update() function, can I sue it for this case? I'm reading about this stuff but decided to drop a question here since these are things I couldn't yet find any clear examples. Also, I'm afraid I'll implement something which is already done better in Pixi
  19. pumuky

    Load assets asynchronously

    Hi, To make the preload faster, I need to load several assets after the preload phase, and use then when they has been loaded. To do that, I've used the Phaser.Loader object and register to "onFileComplete" Phaser.Signal to catch the file when has been loaded, to load the next file. This works well until I need to change the current state and there are an asset being loaded. When the file is loaded and the new state has been created, Phaser detects that the Loader is not loading (processLoadQueue method from Phaser.loader) and shows this message: 'Phaser.Loader - active loading canceled / reset', and the "onFileComplete" registered functions, are not fired, and I cannot continue loading more assets. My idea was to attach to "onStateChange" signal and stop/pause the current async download, but there are no public methods in Phaser.Loader to do that. Are there a good way to load assets asynchronously with state changes? Thanks
  20. phreaknation

    Compilation of various resources

    I have been looking over the forum and such and through various resources and decided to throw together some things for new comers and such. If you want to add to the list, just reply and I will get around to it. I will be adding more as I come across them as well. Legend [$] Must Purchase [/$] Purchase but has Trial Version [//$] Must Purchase if for commercial Assets SoundImage Books, Tutorials and Videos [$] Create a procedrual endless runner [$] Create a vertical endless runner [$] Discover Phaser [$] From null to full HTML5 [$] Interphase [$] Mobile Development [$] Scale Manager Guide [$] Tween Manager Guide Full Source Games Phaser Games Pack #1 Plugins Arcade Slopes by hexus [$] Box2D Premium by Photonstorm Grid Physics by crffty Island JS by luckylooke Isometric Plugin by lewster32 [$] Particle Storm by Photonstorm Phaser Animator by Kody Bentley Phaser Bones by silashatfield Phaser Inspector by netcell [//$]Registry Plugin by Phreaknation [$] Virtual Joystick by Photonstorm [$] Waveforms Path Editor by Photonstorm Tools Leshy SpriteSheet Tool by Leshy Labs [$] Phaser Editor [/$] Texture Packer
  21. robertbrooks

    Free game assets available

    Hi everyone I'm currently running my own asset website where I post all my own work for developers such as yourselves to use in their games. The site's been going for over 18 months now and I've accumulated a good collection of assets already. The idea of the site is to produce useful assets at affordable prices. The site isn't just another asset store, it's kind of a personal thing and all the assets their are my own with the intention of maintaining a kind of continuity of style across all the assets I produce, although they have changed slightly over time as I've settled into a style. At the moment there is only one style of work on the site so I don't expect there to be something for everyone, but I'm trying to keep the art style universal and easy to replicate should people want to create their own assets that fit in with the style. I'd really love to hear your feed back on the site too. It is finished and fully operations but it's a work in progress and I'm continually improving it over time. I know a lot of indie developers produce games as a hobby without the expectation of turning a large profit from their work so I'm really trying to keep prices down. I also produce free assets which you can use freely in your commercial projects Which is partly why I'm writing this post, as I would like to share the free work I do with everyone who reads this and also generate interest in my asset collection. Here's the first free work I'd like to share with you all I'll post more stuff when it's completed. You can download the asset from the attachment to this post Here's a link to my asset collection website where you'll find more free assets: https://www.gamedeveloperstudio.com/graphics/ I've also included a preview image of the assets. donuts.zip
  22. DonkeyKong

    Issue with loading assets

    Hello All, I am completely new to Phaser. For learning purposes, I did a little game from a recent book that I bought, and put it on my website, that I use for testing my stuff. Here is the URL: http://www.retroinvaders.net/shump/build/index.html The issue is that the game assets won't load properly at first time, it's only when I refresh the page, at least 4 times, that I see all the assets of the game properly loaded. The Web Console (Firefox) says: Phaser.Cache.getImage: Key "enemyBullet" not found in Cache. Same error for all the game assets is repeated again and again, so not just "enemyBullet", but all the assets. Here is the code of the Preload.js file. export default class Preload { constructor() { this.asset = null; this.ready = false; } preload() { this.load.image('loading_bg', '../assets/images/loading_bg.jpg'); } create() { //background for game this.add.sprite(0,0, "loading_bg"); this.asset = this.add.sprite(this.game.width/2,this.game.height/2, 'preloader'); this.asset.anchor.setTo(0.5, 0.5); this.load.onLoadComplete.addOnce(this.onLoadComplete, this); this.load.setPreloadSprite(this.asset); //do all your loading here //this.load.image('player', '../assets/images/player.png'); //width and height of sprite this.load.image('bg', '../assets/images/bg.jpg'); this.load.image('bullet', '../assets/images/bullet.png'); this.load.image('enemy', '../assets/images/enemy.png'); this.load.image('explosion', '../assets/images/explosion.png'); this.load.spritesheet('player', '../assets/images/gunbot.png', 214, 269); //width and height of sprite this.load.image('hexagon', '../assets/images/hexagon_particle.png'); //this.load.image('bullet', '../assets/images/bullet.png'); this.load.image('enemyBullet', '../assets/images/enemyBullet.png'); //this.load.image('bg', '../assets/images/bg.jpg'); this.load.image('health_bar', '../assets/images/health_bar.png'); this.load.image('health_holder', '../assets/images/health_holder.png'); this.load.image('circle', '../assets/images/circle.png'); //staaaart load this.load.start(); } update() { if(this.ready) { this.game.state.start('game'); } } onLoadComplete() { this.ready = true; } } What am I doing wrong? Aany help, would be greatly appreciated. Thank you.
  23. frankstein

    list of free and paid game assets

    Hi guys, I was looking for free assets for my games so I made a list with all the websites I found. you can see the list here: http://goo.gl/0asR23
  24. unpollito

    Load assets after preload

    Hi all, I wonder whether it would be possible to load an asset dynamically at a given time in Phaser rather than loading everything in the preload function. The reason for this is simple: I have a game with three different levels, all of which have different background songs; and so I'd rather only load a single song at startup to reduce loading times. Right now, my preload function looks like this: preload: function(){ game.load.audio('pixel_world', ['assets/music/pixel_world_lo.ogg', 'assets/music/pixel_world_lo.mp3']); game.load.audio('second_source', ['assets/music/second_source_lo.ogg', 'assets/music/second_source_lo.mp3']); game.load.audio('reboot_complete', ['assets/music/reboot_complete_lo.ogg', 'assets/music/reboot_complete_lo.mp3']); game.load.image('pickup', 'assets/img/pickup.png');}I tried moving one of the game.load.audio() calls to the create function instead: create: function(){ game.load.audio('pixel_world', ['assets/music/pixel_world_lo.ogg', 'assets/music/pixel_world_lo.mp3']); // good things follow...}However, the following calls fail: this.cache.isSoundDecoded(level.song)// Phaser.Cache.isSoundDecoded: Key "pixel_world" not found in Cache.song = game.add.audio(level.song);// Phaser.Cache.getSound: Key "pixel_world" not found in Cache.Do you know how I can get this to work, or any other way to ensure that the three songs are not loaded at game startup? Thank you!
  25. Hi, I’m Rob Hayes, a full time freelance game artist. With over 4 years of experience within the games industry I’ve worked in many areas of the 2D game development life cycle and have a love for exploring new styles and techniques to make the games I work on really stand out. From creating new styles and direction, to working with existing assets I can fit in well within your project. If you would like a quote or have any questions about my work or me, please get in touch at rob@hayes2D.com You can find my portfolio at www.hayes2D.com www.hayes2D.com