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Found 10 results

  1. There is an IMAGE game at https://www.html5pcode.com/a1yimageoptions.htm that was designed to teach the art of coding. It uses structured programming, so it is easy to follow the logic of the design. The game is divided into small self contained pieces. It has a main program and a subprogram. The subprogram has routines that perform specific tasks when they are called by the main program. The game has links to YouTube videos that describe the operation of the main program and the subprogram routines. Once you learn how to design games like this one, you can go on to design your own games in JavaScript and/or a JS framework. This p-code lends itself to teaching coding because the source and object code are the same. The engine that created the code (source-code) is the same engine that executes the code (object-code). This makes it possible to do the following options. A DATA OPTION allows you to view the game's data, while the game is running. A TRAIL OPTION allows you to execute a few instructions at a time, so you can see what each routine is doing. A REAL TIME (RT) OPTION allows you to change instruction values, while the game is running. The YouTube videos show how these options are used in the designing of the game. There are many other games written in this p-code at https://www.html5pcode.com
  2. Hi, im having a problem with the material of a Ribbon Mesh when im in wireframe mode, it appears in black all. It should be modified because it is changing the color of the mesh with colorKing, heres an example but in my code all mesh is black. In the playground, if you take a look of the sides, it has color. In my example it doesnt Help me out 😃 https://playground.babylonjs.com/#HHV38I#1
  3. Hi people, Based on the internal initial code from @JCPalmer, here are the per point colors for LineMesh and LineSystem var points = [arrayVector3]; var lineColors = [arrayColor4]; var line = BABYLON.MeshBuilder.CreateLines("l", {points: points, colors: lineColors}, scene); // same for LineSystems var lines = [arrayVector3[] ]; var colors = [arrayColor4[] ]; var lineSystem = BABYLON.MeshBuilder.CreateLineSystem("ls", {lines: lines, colors: colors}, scene); Note1 : this works also with updatable LineMesh or LineSystem objects as the colors array can be updated live. Note2 : when set at construction time, the parameter colors overwrite the hypothetical line or lineSystem .color property. If colors is passed but undefined, the object color falls back to the .color property value. [EDITED]Note3 : if you need to enable the alpha blending (line or segment transparency), just set the parameter "useVertexAlpha" to true at construction time : [EDITED 2] the alpha blending is now enabled by default. So when you don't need it, just set "useVertexAlpha" to false instead : var lineSystem = BABYLON.MeshBuilder.CreateLineSystem("ls", {lines: lines, colors: colors, useVertexAlpha: true}, scene); var line = BABYLON.MeshBuilder.CreateLines("l", {points: points, colors: colors, useVertexAlpha: true}, scene); This will allow you to create rulers, axes, graduation systems with multiple colors and to draw them in a single draw call. As usual, documentation and PG examples coming soon ... meanwhile : http://jerome.bousquie.fr/BJS/test/linesystem.html
  4. rcpinto

    Replace colors in sprite

    Hi, I need to replace the colors of a sprite during the game. More precisely, I need to swap specific colors with others (e.g., swap blue with red). I know that there is a method in BitmapData that does exactly what I need (replaceRGB). But I need to apply it to a sprite. Is it possible? Maybe if I could access the sprite's bitmapdata, I could do that. I know it is possible to replace colors using shaders, but I want to know if it is possible without shaders first. Thanks!
  5. HTML5 Game: http://itlektor.cz/html5/square_jump_city/ Welcome to Square Jump City, the endless run and jump arcade game. Tap on color buttons to change color of the Square shape hero that matches landing platform color. You can double jump from platform or even jump in the air when falling. It is also possible to change the color while jumping if you change your mind, but you can not jump more than twice until you land on any platform. Just remember that you need to land with appropriate color. Available also free on Google Play: https://play.google.com/store/apps/details?id=com.petrvad.squarejumpcity ** Features ** Endless jumping Colors matching Relaxing music Casual and fun Challenging and addictive gameplay Clear design Achievements Global Leaderboard Free to play No ads after a donation ** Stars and Lives ** You collect stars on colored platforms that increase your score and speed up the game a little when every 10th star is collected. If you land on a platform with different color (grey is neutral) you lose one life and slow down the game. On some long platforms you can collect bonus lives. Make a strategy to stay alive as long as you can and submit your score into global leaderboard. ** Matching colors ** Platforms are generated randomly, so you need to focus your mind while speed is increased and tap on correct color buttons. There are four colors used (blue, red, green, yellow), grey is neutral and is set on the very first platform or on a hero when you die.
  6. jorgepynho

    Colors on shapes

    Hi there! OK, so I just figured out how to draw shapes with the graphics object. But, I wonder why this method exist ?!?! line = new Phaser.Line(100, 100, 200, 200); ... and then it gets positioned on update() But a line, never gets rendered Does this mean that, this method "Phaser.Line()" is useless ?!?!?!
  7. jayz

    how to invert sprite colors

    Hi, please help me: what is the best solution to invert sprite colors? Is there any plugin? Thank you.
  8. Rainbow Discus

    Messed Up Colors

    The colors in my game are getting messed up, here's what it looks like: The colors on the left are what they are supposed to look like, and to the right what I'm seeing in my game. This seems to happen to all my graphics. I have no idea what's going on, so help is appreciated!
  9. Hello there! This year I've discovered the js13kgames competition and I've decided to find some time and give it a try! It has been really challenging and I've learned a lot! Unluckily I've discovered the competition a little bit late so I've just had like a week to create my game but in the end I managed to do it in time 2015's theme was "Reversed" so I've decided to create something a little bit crazy, and pretty hard to play: a fast paced survival space shooter in which enemies have the same color of the background. You will have to reverse the background color to reveal hidden enemies, avoid their bullets and survive! It is mobile compatible and here's how to play: - Desktop: arrow keys to move, spacebar to reverse background color. M to toggle mute. - Mobile: tilt device to move, tap to reverse background color. You can play Reverse Ground Battle here: http://js13kgames.com/games/reverse-ground-battle/index.html Here's the source code on GitHub: https://github.com/MattiaFortunati/Reverse-Ground-Battle And here's a screenshot: It was my first time using jAllegro and bfxr really saved my time! I had some issues with mobile browsers compatibility but in the end I managed to create this little game with great fun and satisfaction! I'll just leave this here in case you want to play some unusual game, while hoping that the source code can be helpful, too! Have Fun!
  10. I'd like to show you my project for the js13kGames jam: "Super Popper". http://rnd.atspace.tv/sp/0.0.2/ I hope that it's not against the spirit of the competition to show my game before it's done (otherwise just pretend nothing happened) This is the concept: you click on groups of blocks of the same colour, and they pop. My version comes with a twist: it adapts itself to your screen size. I have yet to figure out how good or how bad that is. (The game itself adapts, but I haven't yet made the menu adapt, so please bear that for the moment) Of course, the gameplay will be somewhat different on different devices. I tried to deal somehow with that. The gameplay actually changes over time as I tried implementing differences in kind to my game. You might also get stuck before the end, so that would be a "game over" I currently used about 7kb once zipped, 9,6kb and I have still much to do, such as refactoring my "level system", adding bombs, remaking the menu, making a "survival mode", adding particles maybe, etc... Also, I have also made a system that reduces the resolution of the screen by half the size for older devices, and I would need to integrate that as well. Please tell me what do you think. I added bombs and blasts! http://rnd.atspace.tv/sp/0.0.3/