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Found 67 results

  1. 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]
  2. 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]
  3. 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! :-)
  4. 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
  5. 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();
  6. 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)?
  7. 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.
  8. Hi! My name is Andrey! I'm an experienced 2d Game Artist and Animator. I make any types of game art: characters, animations, gui, sfx, illustrations, assets and backgrounds. This reel will tell you about my abilities better than any words: My site and old portfolio. Sometimes I load assets to my gumroad. Now I'm looking for freelance and outsource work My email: to.murlyka@gmail.com My skype: murlyka.
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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.
  14. 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
  15. 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!
  16. 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
  17. Hi everyone, we're team of game designers and we created site with free game assets. You can to use for commercial projects as well as non-commercial ones. https://craftpix.net/freebies/ No attribution or link back to this site is required, however any credit will be much appreciated. We update a collection every week.
  18. Free and cheap audio assets

    Hello fellow game devs! I'm a musician/composer and dev myself. I recently uploaded a bunch of new audio assets to GameDevMarket. Many of the sound effects are free and the audio clips and music is cheap to license. Here's my profile on GameDevMarket: https://www.gamedevmarket.net/member/BideoWego/ Check it out! Hope you link my tunes
  19. Phaser.Loader error on asset load

    For a start I would like say hello and give my appreciation to the whole of html5gamedev's amazing and helpful community. I've been lurking here for a while and while you might not have known it, this community has already saved my tons of hours =] . Now to my problem. I litterly JUST started with Phaser and while following ( what I could only imagine to be ) the introductory tutorial , I ran into my very first problem: Right now I am simple trying to load a basic bg image as follows: var game = new Phaser.Game(800, 600, Phaser.AUTO, '', {preload: preload, create:create, update:update}); function preload(){ game.load.images('bg', 'assets/levels/Stage_One_Base.png'); } function create(){} function update(){ } other then that my whole index consist of only including the Phaser framework and this script file. the error I am getting is as follows : Phaser v2.6.2 | Pixi.js | WebGL | WebAudio http://phaser.io ♥♥♥ GET http://localhost/workspace/phaserGame/b.png 404 (Not Found) GET http://localhost/workspace/phaserGame/g.png 404 (Not Found) phaser.js:74259 Phaser.Loader - image[b]: error loading asset from URL b.png phaser.js:74259 Phaser.Loader - image[g]: error loading asset from URL g.png This does not make any sense to me. Firstly why is it giving me error about 2 assets, while I am only loading 1. Secondly after a quick google search, for what I have seen usually Phaser's error should contain the proper URL + filename of the img, but this b.png and g.png doesnt make any sense to me ? Am I missing something obvious ? I verifyed the path to the img by typing the full path in the URL ( localhost/workspace/phaserGame/assets/levels/Stage_One_Base.png ) and it loads and displays just fine. Additional info: If this is gonna help, I am running linux mint with xampp as a webserver, installed phaser locally using npm. The image I am trying to load would be used as a background and such is a little big ( 1524x269 ) when I open my webpage all I get is a black screen + the errors, while at the start I was getting the little square ( which while searching google, I found out , that it usually means that my image key-index is correct but phaser can't find the cached image to use ). I am testing it on chromium. And thanks in advance for all of your help =] . P.M. Maybe I should change the title of the post to something more useful/descriptive, any suggestions ?
  20. I'm using AssetsManager to load a list of files. Is there a way to tell a loaded file's size? e.g. by the IAssetTask returned onTaskSuccess. I'd like to avoid using SceneLoader as I'd need to create predefined .babylon files to load, and I'd like to avoid that. (assuming I understand SceneLoader properly)
  21. Free assets [15 hours left]

    Hi, I am giving away assets I have made for free. 15 hours left! https://itch.io/s/4710/free-assets-bundle
  22. I intend to build my next point & click game with Pixi.js and I'm currently exploring its api and capabilities. In my game engine, I'd like to support multiple resolutions so that game would look nice on desktop and mobile. For this purpose I'd need a system which would scale the game properly depending on the device or canvas size on web page. To implement this I'd need basically two systems: 1) Coordinate transformation so that I could develop game in lets say 1920x1080 resolution and set object/sprites positions in that scake and then down or up scale the stage when needed to 800x450 for example. The first way I figured to do this would be to add some kind of transform into render which changes render coordinates of objects by some factor. Or I could just scale the whole stage at the beginning of the game to correct factor. 2) Small resolutions don't need high resolution assets while high def screens need larger resolution assets so I'd like to have simple asset packs for different resolutions. For example 800x450, 1920x1080 and retina resolutions would use different asset packs and game would load only relevant pack when the resolution of the game view is known. Now, I have an idea how to implement this stuff myself but what I'm wondering is if there is any premade functionality in Pixi for these tasks. When googling around I found this thread discussing about @2x suffixes for assets and how they set the resolution for each texture: The thread also links to this old blog post: http://www.goodboydigital.com/pixi-js-v2-fastest-2d-webgl-renderer/ which talks about how one could load a different asset for retina screens. These resources led me to think that there might be a simple way to implement proper scaling without worrying about coordinates and individual scaling of stuff and loading proper asset packs. So my question in the end is what is the easiest way to implement 1 and 2? Also, how high resolution assets mentioned in blog are supposed to work? Can I just first set the size of my stage/window to some multiply of my "default resolution" and then load higher resolution assets and everything "just works" without having to consider coordinates transformation and individual sprite scaling? For example if I develop on resolution 800x450 and set sprite to center of the screen with something like MySprite(400,225), will the sprite appear in center of the screen when game is scaled to 1920x1080 and uses different resolution asset?
  23. Hi, just a simple question. I'm planning to make a 2D Puzzle Game similar to CandyCrush (matching 3 type of game) for mobile devices. My question is which resolution should I start with to keep the images sharp while having good performance? Is 1920 x 1080 a good start for a background? I'm planning to develop the assets in HD and just scale them down on screen with smaller dimensions but I'm afraid the resolution might make the game crawl like a snail. Thanks.
  24. Loading Assets from Zip

    What do you think about loading complex scenes from zip files then reading them with a library such as JSZip? Wouldn't it be far faster to load 1 zip containing 200 files than to load 200 files individually? (mainly due to avoiding overhead) Is there a downside to doing that?
  25. sharing pixi assets

    Hi all, i'm only a few weeks into pixi having finally left flash and air...i'm having problems with the class structure of JS and sharing assets - I have a button class which takes in two images and switches between them. I want this to work with my loaded spritesheet animations however I can't figure out how to do it.: function Button(bg1,bg2,text) { PIXI.Container.call( this ); this.init = function (background1,background2, text) { /*var frameScreen = ["im.jpg"] var frameArray = []; var framePush = PIXI.Texture.fromImage(frameScreen[0]); frameArray.push(framePush);*/ this.myStat2 = text; buttonTexture1 = PIXI.Texture.fromImage(background1); buttonTexture2 = PIXI.Texture.fromImage(background2); this.button = new PIXI.Sprite(buttonTexture2); this.addChild(this.button); this.button.anchor.x = 0.5; this.button.anchor.y = 0.5; this.interactive = true; this.on('mousedown', this.buttonDown); this.on('touchstart', this.buttonDown); }; this.buttonDown = function(){ if(this.myStat==0){ //butPress('fook') //alert('0 - ' + this.myStat2) this.button.texture = buttonTexture2; //this.button.setTexture(texture02); this.myStat = 1; }else{ //butPress('kook') //alert('1 - ' + this.myStat2) this.button.texture = buttonTexture1; this.myStat = 0; } }; this.changeTexture = function(newTex){ this.button.texture = newTex; } this.init(bg1,bg2,text); } var buttonTexture1; var buttonTexture2; var myStat = 0; var myStat2 = 0; Button.prototype = Object.create(PIXI.Container.prototype); Button.prototype.constructor = Button; from my main class I can send preloaded images fine like so: var testButton = new Button(squareSymbols,'images/squareBGoff_0001.jpg', '1'); testButton.x=400; testButton.y=900; stage.addChild(testButton); but I want to send my sprite animations as button images instead - they are loaded loaded like this and display fine in the main class, problem is I just can't get the button class to get them. Can anyone tell me what I don't understand?: var stage = new PIXI.Container(); var loader = PIXI.loader .add('images/tp/assets.json') .add('images/squareBGon_0001.jpg') .add('images/squareBGoff_0001.jpg') .load(init); alert("images loaded yeah") for (var i = 1; i < 50; i++) { var val = i < 10 ? '0' + i : i; squareSymbols.push(PIXI.Texture.fromFrame('numberSquares_00' + val + '.png')); } }