Search the Community

Showing results for tags 'pixel'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Found 71 results

  1. Hello, I'm searching for pixel art artist who could help me with my new game. The game idea is a dark story setted simple adventure with RPG elements, which could be interesting. As I can't do any art at all, it would be hard for me to create the game, so that's why I would like to find an artist willing to help me. If you are interested, please PM me or send email to estkinn@gmail.com Thanks.
  2. Hello for 2 years now I have been developing games mostly using Java`s and libGDX or/and openGL, but now im very interested in Phaser for web-based game development and I think that is a very powerful tool. I have no problems with game logic but when i come up with render logic in Phaser I need to know if there are possibilities for: 1 Pixel to World unit conversion. ex: In libGDX I can work in 8x6 world units game instead of using pixels units (640*360 for exmaple) , that helps me to write a lot better logic 2 Multiple cameras in the same scene 1 camera for game and more than one for the HUD .
  3. Hi! My name is Andrei and I am looking for a pixel artist to help with my hobby game project. The game I'm working on is called Feudal Tactics and it is a multiplayer turn-based wargame, similar to Advance Wars. You can find out more about Advance Wars on Wikipedia: Advance Wars - Wikipedia. Feudal Tactics will be a completely free browser game built on HTML5 & JavaScript, with asynchronous play mechanics. I am looking for a pixel artist that can draw low-res terrain tiles, military unit sprites (with animations), a logo for the game and a favicon for the website. The graphics must have an old, feudal period Japan look & feel. I can provide three sources of inspiration so that you can better understand what type of art I want: first, the pixel art of EyeCraft posted on the Pixelation forums, which is pretty much exactly what I'm looking for: GR#060 - Super Daimyo - Low Res Game Art; check his last posted images on the 4th page of the topic or open the following direct links: http://i188.photobucket.com/albums/z212/gastrop0d/shog_mock10.png http://i188.photobucket.com/albums/z212/gastrop0d/dai_mock_2_0-1.png second, Toen's Medieval Strategy Sprite Pack: a lovely graphics pack which I'm actually using as a placeholder for now and last but not least, the original Advance Wars graphics: a quick search for the terms "advance wars gba screenshots" will get you plenty of results (you can also find the entire spritesheet ripped from the game) I am looking to pay around 30$ per hour or I can pay per asset. Please note that I am looking for just one person for this job and it will not be full-time employment. If you are interested please drop me a message: pixelart@feudaltactics.com It would be great if you could provide me with a link to your portfolio and showcase some work in a style similar to what I'm looking for (low-res top-down tiles & sprites). If you can only work on the game graphics, or only on the logo, but not both, please state so in your email. Thanks for reading this and have a nice day!
  4. Help with beveled pixel effect

    I played a ludem dare game a few years ago and finally re-found the game http://deepnight.net/games/last-breath/ I loved this beveled pixel effect and have been trying to use it in phaser. Deepnight referenced this one Reddit post on how to implement the style, but I have not been able to successfully do anything with it yet. I've tried desperately to use the following shader example by Rybar but always seem to fall a little bit short. I wanted to render the effect on the entire game.world instead of having to add everything manually to a group like Rybar did in his examples. I tried to use his shader and capture the world, scale it up, and render it to a sprite on top everything. Using this method causes all of the camera, and physics to be off. I've made a simple example of my closest attempt using Phaser CE and some boilerplate. I've added some debug boxes to show where the original sprites are located in the background. <!doctype html> <html lang="en"> <head> <meta charset="UTF-8" /> <title>Phaser - Making your first game, part 7</title> <script type="text/javascript" src="js/phaser.min.js"></script> <style type="text/css"> body { margin: 0; } </style> </head> <body> <script type="text/javascript"> var w = 800 var h = 600; var player; var platforms; var cursors; var renderTexture; var renderTexture2; var stageSprite; var outputSprite; var gameMatrix; var gameGroup; var game = new Phaser.Game(w, h, Phaser.WEBGL, '', { preload: preload, create: create, update: update, render: render, preRender: preRender }); function preload() { game.load.image('sky', 'assets/sky.png'); game.load.image('ground', 'assets/platform.png'); game.load.spritesheet('dude', 'assets/dude.png', 32, 48); } function create() { game.physics.startSystem(Phaser.Physics.ARCADE); game.add.sprite(0, 0, 'sky'); platforms = game.add.group(); platforms.enableBody = true; var ground = platforms.create(0, game.world.height - 64, 'ground'); ground.scale.setTo(2, 2); ground.body.immovable = true; var ledge = platforms.create(0, 110, 'ground'); ledge.body.immovable = true; ledge = platforms.create(250, 255, 'ground'); ledge.body.immovable = true; // player = game.make.sprite(32, game.world.height - 150, 'dude'); // move the player to the top platform player = game.make.sprite(0, 0, 'dude'); game.physics.arcade.enable(player); player.body.gravity.y = 300; player.body.collideWorldBounds = true; player.animations.add('left', [0, 1, 2, 3], 10, true); player.animations.add('right', [5, 6, 7, 8], 10, true); cursors = game.input.keyboard.createCursorKeys(); game.camera.follow(player) var fragmentSrc = [ 'precision mediump float;', 'varying vec2 vTextureCoord;', 'varying vec4 vColor;', 'uniform sampler2D uSampler;', 'uniform vec2 resolution;', 'uniform float time;', 'uniform vec2 mouse;', 'void main( void ) {', 'vec2 st = vTextureCoord.xy;', 'st *= resolution;', // this makes the box defined below tiny and repeat across the screen 'st = fract(st);', 'vec2 bl = step(vec2(0.25, 0.75) , st);', 'float pct = bl.x * bl.y;', 'vec2 tr = step(vec2(0.5, 0.00),1.0-st);', 'pct *= tr.x * tr.y;', 'pct *= 0.15;', // knock it down to gray 'vec3 src = texture2D(uSampler, vTextureCoord).xyz;', // game art 'vec3 dst = vec3(pct) + vec3(0.4);', // the overlay pattern 'vec3 color = vec3((dst.x <= 0.5) ? (2.0 * src.x * dst.x) : (1.0 - 2.0 * (1.0 - dst.x) * (1.0 - src.x)),' + '(dst.y <= 0.5) ? (2.0 * src.y * dst.y) : (1.0 - 2.0 * (1.0 - dst.y) * (1.0 - src.y)),' + '(dst.z <= 0.5) ? (2.0 * src.z * dst.z) : (1.0 - 2.0 * (1.0 - dst.z) * (1.0 - src.z)));', 'gl_FragColor.rgb = clamp(color, 0.0, 1.0);', 'gl_FragColor.w = 1.0;', '}' ] gameGroup = game.make.group(); gameGroup.add(platforms) gameGroup.add(player) gameGroup.add(ledge) scanlineFilter = new Phaser.Filter(game, null, fragmentSrc); scanlineFilter.setResolution(w/4,h/4); game.world.setBounds(0, 0, 2000, 2000); game.stage.smoothed = false; renderTexture = game.make.renderTexture(w/4, h/4, 'texture1'); renderTexture2 = game.make.renderTexture(w, h, 'texture2'); renderTexture2.renderer.renderSession.roundPixels = true; renderTexture2.baseTexture.scaleMode = PIXI.scaleModes.NEAREST; stageSprite = game.make.sprite(0,0, renderTexture); stageSprite.smoothed = false; outputSprite = game.add.sprite(0,0, renderTexture2); outputSprite.smoothed = false; outputSprite.filters = [scanlineFilter]; gameMatrix = new Phaser.Matrix(4,0,0,4,0,0); } function preRender(){ // gameGroup.visible = false; } function render(){ // gameGroup.visible = true; // renderTexture.render(player, game.stage.worldTransform, true); // renderTexture2.render(stageSprite, gameMatrix, true); // Debug game.debug.spriteBounds(player, 'pink', false) game.debug.body(player, 'red', false) game.debug.spriteBounds(stageSprite, 'yellow', false) game.debug.body(stageSprite, 'orange', false) game.debug.spriteBounds(outputSprite, 'cyan', false) game.debug.body(outputSprite, 'blue', false) } function update() { game.physics.arcade.collide(player, platforms); // renderTexture.clear() // renderTexture2.clear() outputSprite.sendToBack() renderTexture.render(game.world, null, true); renderTexture2.render(stageSprite, gameMatrix, true); outputSprite.bringToTop() player.body.velocity.x = 0; if (cursors.left.isDown) { player.body.velocity.x = -150; player.animations.play('left'); } else if (cursors.right.isDown) { player.body.velocity.x = 150; player.animations.play('right'); } else { player.animations.stop(); player.frame = 4; } if (cursors.up.isDown && player.body.touching.down) { player.body.velocity.y = -350; } } </script> </body> </html> I've also tried scaling the game up then set the filter to the world but the filter is applied before it is scaled. game.scale.scaleMode = Phaser.ScaleManager.USER_SCALE game.scale.setUserScale(4, 4) game.renderer.renderSession.roundPixels = true Phaser.Canvas.setImageRenderingCrisp(game.canvas) var scanlineFilter = new Phaser.Filter(game, null, fragmentSrc); scanlineFilter.setResolution(game.width / 4, game.height / 4) game.world.filters = [scanlineFilter]; Can anyone help me get this working or suggest a better approach?
  5. Procedural Game Art Generator

    Hi Guys, I'm pretty new here so quick bio, i'm a full-time developer from the UK and currently working on some game software projects in my spare time. Im currently building a software package for procedurally generating pixel sprites. Just wanted to see what people think and how many would be interested in the end product. Might look into the idea of crowdfunding so I could work on it one/two days a week and get it finished and packaged on mac/windows and linux. I have attached some outputted sprites so you can see the results. There's tons of configuration options so I have just gone with what I think looks good as an example. TomC
  6. Hi everyone, iam Dante. Pixel artist - 2D animator I have been doing pixel art game for over 6 years Email: wonman321@gmail.com My gallery: http://pixeljoint.com/p/41106.htm Skype: wonman321 I love making pixel art game, i really really love it and i can handle many styles (please check my work below) Iam currently available to work on PAID project, both flat rate or hour rate Skill features: Character design Game mockup Animation Special effect Pixel intro / trailer Art direction Music video commission: Bloody Quest project: Amazing fantastics Monsters X Monsters project: Some project i have worked on: Monsters X Monsters: ---- Android: Link Golf Story: (Main animator) (nintendo swich) --- trailer: https://www.youtube.com/watch?v=YyjTzc7EH4I Girdthyself: (Main artist / animator) ---- Website: http://www.girdthyself.com/ Crapface X Elevation - Swim meet: (music video): https://www.youtube.com/watch?v=YgSYbJ6r-kU Story of the End - Revere: (remake design - main animator) --- website: https://www.strashinerstudios.com/ Amazing fantastics: (remake the whole game - main artist) --- website: https://twitter.com/TAFUniverse Contact me if you are interested: Email: wonman321@gmail.com thanks for watching.
  7. 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
  8. Hello to everyone, I'm currently developing a fan-made, retro-style and non-profit game with Phaser based on the TV show Stranger Things. The main idea is to do a Point and Click game like old classics (Monkey Island saga, Indiana Jones and the fate of atlantis, etc...) with retro pixel-art graphics and chiptune music. I'm looking for GFX and Music artists If you are interested to collaborate with this project please contact with me and I'll send you a link to see the work in progress. (Sorry if there are some grammar errors, I'm Spanish).
  9. Pixel Colour bleed

    So I am using a range of images as sprites, and whenever they have been cropped and touch the edge of the canvas in photoshop, it creates a weird bleed of colour as if the last colour pixel is being stretched outwards, please find attached some screenshots of the issue. I have fixed the issue for myself by creating a blank space between the image and canvas edge, so I can confirm that it is definitely the cause of the bug! Hope this helps future development!
  10. i made a html5 mobile game using pixi.js, the problem is the diaplay in mobile screen not very clear, seems like loss half pixels because retina screen? i am not deep understand about real pixel and display pixel~ first i wrote: image resolve not good, like loss half pixels. var width = screen.width var height = screen.height var app = new PIXI.Application(width, height, {transparent : true}) document.getElementById('canvas').appendChild(app.view) var board = new PIXI.Graphics() var coin = new Sprite(TextureCache['back.png']) // radius is a dynamic calculation value coin.width = radius * 2 coin.height = radius * 2 // ... board.addChild(coin) then i tried: // if i set resolution: ratio, i need scale down the board, right? other wise too large on the screen // but after i scale down, the display like before, loss half pixel, why? var ratio = window.devicePixelRatio var width = screen.width var height = screen.height var app = new PIXI.Application(width, height, {transparent : true , resolution: ratio }) document.getElementById('canvas').appendChild(app.view) var board = new PIXI.Graphics() // if i set resolution: ratio, i need scale down the board, right? other wise too large on the screen // but after i scale down, the display like before, loss half pixel, why? board.scale.set(1/ratio) var coin = new Sprite(TextureCache['back.png']) // radius is a dynamic calculation value coin.width = radius * 2 coin.height = radius * 2 // ... board.addChild(coin) radius value base on screen.width and screen.height, it's the value , we can see on chrome devtool's head line, i think it's not the real render pixels. so , i think i need something, render full pixels after retina screen solve, but i dont know how to set on pixi.js or canvas. in html, i think i can make the full pixel picture, than set the width half of it, so on render it's clear, how to do on canvas? if you can't understand my english, just read the code ^ _ ^ Can anyone help me ? thank you very much!
  11. Indie game art services. Affordable, professional. DesixStudios.com Professional game artwork and animation for indie prices. Experience with every 2D art style, from pixel art, vector art all the way to digitally painted work. Hundreds of extremely happy clients, multiple ongoing long & short-term projects. Working for individuals and companies, small and large tasks. Constant contact with you until you are 100% satisfied, happy to make adjustments to work. Email - desixstudios@outlook.com Full portfolio - http://desixstudios.com
  12. My last game, Faraon, created live, about 35 hours of video.Playable from any browser, smartphones, iphones, mac, pc, tablets etc...Rescue your friend through the dangerous rooms hidden in the pyramid of Pharaoh.Test your skill in this fun platform game, Are you a hero? Prove it.Funny and fast platform game.- 55 levels.- 3 different finishes.- Easy to play, one-touch control.- Many traps and enemies await you in the pyramid.- Great and original soundtrack.- Adapted for keyboard and touch screen.- Playable from any device.- Pixelated graphics. Faraon trailerPlay on Itch.IO: Faraon Itch.ioPlay on my Web: Faraon
  13. Hey so I wanted to know how to decide a resolution to render to and then downscale the render; specifically get the user's screen width, *3 and then scale it down to /3 to get a subpixel effect, using 3 times more available pixels (also if probably causing artifacts). I don't even know if this method works so i would really know how to do this/a working method.
  14. [Phaser] Soccer Stars

    Hi all! I've uploaded a new game to my website, it's a shootout game called Soccer Stars. Now it's in beta version, so you're encouraged to play it and suggest Also, do you like the look and feel of the site itself? You can find it at https://1pixelarmy.com/arcade_games/soccer_stars Thanks! David
  15. [Phaser] My new HTML5 game site

    Hi all! I've put together a couple of HTML5 games in my website (www.1pixelarmy.com), so you can play them ;). There are three finished games (Basketball Legends, Pool Master and Bear Rescue), and another one in development (Soccer Stars). I made my own leaderboard system, you can play as a guest or create an account to save your scores. I'm planning to add Google login as well. Feel free to play, test, suggest, comment, etc! David
  16. Hello! (Note: helpers are all volunteers. There is no payment yet since I don't earn any money myself with the game.) I am working on a 2D MOBA and searching someone to help me with the Pixel art! The game is still in development and soon I will have fixed the major problems so I can start with introducing new things. I need help in following sections: Making a game cover / Main screen Background of the map, ground and walls Character models and skill particles (Characters are divided into 3 parts: Body, front arm and weapon to make them be dynamic) If you have anything else to offer, feel free! I need every help I can get! If you are interested, contact me either in this post or private here: kingdanius.leagueofpixels@gmail.com Also you can play the game and catch a first impression of it -> here on this site <-
  17. Bear Rescue

    Hi everyone! I've developed a HTML5 game, inspired in old Konami's MSX games. It's called Bear Rescue and you can play it here from your browser: http://1pixelarmy.com/html5_games/bear.html I've used MSX color palette, and of course, there are some penguins inside! David.
  18. PLAY HERE I made my first game, it is a parody of old RPG games. Link is above. Its a mobile html game, tap on arrows to move and buttons to interact. Works vertically or horizontally. I'm on Instagram: https://www.instagram.com/juliovegaart/ And facebook: facebook.com/juliovegaart
  19. I was wondering is there function in Phaser that will allow me to generate pixel data object from current Phaser Scene (cover the whole canvas or part of it) and pass this object in I don't know which form to the second Phaser Stage and display it as it is at certain position? Something like this: https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Pixel_manipulation_with_canvas Or I just fall back to plain Canvas API and use ImageData object?
  20. Pixel artist looking for work

    Hi, my name is Gerardo Quiroz, I am pixel artist; I've done many pixel art pieces on characters, mockup, environment, background and some animation. I'm available for work; you can contact me at gerardodesigner@gmail.com. You can see my portfolio in kirokaze.deviantart.com - Twitter: @kirokaze – kirokazepixel.tumblr.com -Here are some pieces I’ve done: Characters Pieces Mockup Animation Cheers, Gerardo
  21. I'm working on a game and I'm trying to implement dynamic resizing, but I have some unexplained issues. My game is optimized for a phone portrait layout. Depending on the phone screen size (or browser window size) it should adjust the layout, the width is fixed size but the height is adjusted. So make it taller if necessary and center some sprites or texts. I've created a code example which works, but the resize function gets called many times. So to isolate and test the resize function see this github example: https://github.com/BdR76/phaserresize/ The code example has 4 states: Boot, Preloader, MainMenu, Game. I won't post all the code here, but what I've done is essentially this: // Boot state, in create() setup the scale.setResizeCallback event handler. mygame.Bootup.prototype = { create: function(){ this.game.scale.setResizeCallback(this.resizeCallback, this); this.game.scale.onSizeChange.add(this.onSizeChange, this); }, resizeCallback: function(manager) { // browser window changes size, resize the game var ratio = window.innerHeight / window.innerWidth; if (GAME_WIDTH * ratio > GAME_HEIGHT) { this.scale.setGameSize(GAME_WIDTH, Math.floor(GAME_WIDTH * ratio)) // too tall, adjust height resolution } else { this.scale.setGameSize(GAME_WIDTH, GAME_HEIGHT); // too wide, just use fixed width and empty side bars }; }, onSizeChange: function() { // fire the game resize event for the current state (make sure each state has this) this.game.state.callbackContext.resize(); } }; And then both the MainMenu and Game have a resize function that adjusts its layout and positions of sprites, text etc., it's a little similar to this topic. My github code example works, however the resizeCallback function from the Bootup state gets called all the time. It fires many times right from the beginning even before I do anything. I'm not resizing and not switching state or anything, and it get called not once but continually. So my questions is: Why is the onSizeChange event called so often? Is this normal and should I use a different event?
  22. Note5 or Galaxy S6 has devicePixelRatio of 4, how do you guys handle different image to be responsive to all the different device aspect ratio and devicePixelRatio?
  23. Space Crasher - LowRezJam 2016 entry

    Hey developers, Take a look at my #LowRezJam2016 entry "Space Crasher". You'll control a space ship and shoot around to survive. The ship moves and can only move when you shoot at the opposite direction. Hope you like the weird design Note that the game is not completely finished since I was too late to join this jam (about 2 days ago). Yet I am very satisfied with the result, and have planned a more interesting weapon system to add more fun. Feedbacks are welcome. BTW. The game is made with my own game framework called LesserPanda and its source is available on Github, under MIT licence.
  24. Hi, I use a Graphics object as a Sprite mask. How can I read the value of a pixel from the mask ? (given its x and y coordinates) Thanks Teo var sprite; var mask; function create() { sprite = game.add.sprite(0, 0, 'smoke'); mask = game.add.graphics(0, 0); mask.beginFill(0xffffff); mask.drawCircle(100, 100, 50); sprite.mask = mask; }
  25. Tips on using sprites/pixelart

    Hey guys, I am completely new to game design and want some tips on how to incorporate pixel art in html5 games. Filetypes, specifications and best practices. Can anyone point me in the right direction?