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  3. Do you have mipmaps on? Changing that could have some affect. Also does your sprite align to subpixel coordinates? That can cause some blurrines. You could also try changing the minFilter of the gl texture, though I'm not sure if pixi overrides it with setting from scalemode. In webgl possible options are LINEAR, NEAREST, NEAREST_MIPMAP_NEAREST, LINEAR_MIPMAP_NEAREST, NEAREST_MIPMAP_LINEAR, LINEAR_MIPMAP_LINEAR. I'm not sure what minification algorithm browser uses with img tags, but I'm pretty sure it's something more expensive and with better quality than the ones used in realtime rendering.
  4. Hello, my name is Alejandro. I'm an indie developer, I work also as freelancer. My portfolio is, my rate is 10-15$ hour. Here are some examples of my work: You can also reach me by mail and discord noisechip#8773. Thanks.
  5. About 1.5 years ago I worked in a company and we developed a mobile 2d game using React Native (Expo) as a core and for interface elements and Three.js for WebGL and game logic. It was not a good case since Three.js is overkill for small 2d game and doesn't provide any game-specific methods like game engines does, so I tried to replace Three.js with Phaser CE, and for that time I haven't found a simple way to make Phaser works with RN, also. So I make a conclusion that React Native is not suitable for game development, and it's much easier to use something like Cordova with Phaser, or some other game engine that has an export feature to mobile platforms.
  6. hum very strange, i never get this kind of issue on my side did you try update pixijs 4.8 ? i have no theory sorry, maybe wait other suggest.
  7. Hello Community, Greetings. Waqas here from BeedoGames. It is my second post on html5gamedevs and was quite necessary to share. It is about the payments from GameDistribution and some of developers here have already published games over there. Recently GameDistribution has sent us 2 payments on October 4 using wire transfer to our local bank, invoices were visible on the same day. it has been around 13 days and payments have not been received on our bank that usually takes 1-3 days. Our local banks are not able to help much since invoices are internally generated and does not provide any info for tracing purposes. I want to know, if there are other developers / publishers that are also facing the similar issue in recent months especially October. Also, if someone willing to help that will be much appreciated. On GameDistribution side, payments have been made and did not bounced back. On our side, so far payments are not getting received. Thanks
  8. Thanks Jon, but that doesn't solve my issue. I tried changing the scale mode from linear (shown in the OP) to nearest neighbor, but the image still didn't look right: For good measure I also tried changing the resolution to 10 as well as using nearest neighbor, with no effect (apart from me needing to zoom in further)
  9. look here Edit ha oups!
  10. Yesterday
  11. You're determination is outstanding @Eric Matyas, we all appreciate the work you've been doing so far!
  12. I have a program where images are shown in normal HTML <img> tags as well as inside of PIXI canvases. If I have a large image, I notice it has very crisp edges even when shown at ~1% of its size. The pixi.js canvas is using pixi-viewport ( so I can zoom in and out, and I noticed that if I zoom out so that the image is the same size as the HTML one, the edges look blurry. I've tried changing the SCALE_MODE and resolution, tried forcing the canvas renderer or forcing FXAA, and even the image-rendering css property, but I can't seem to make it look like the image inside the <img> tag. This is what I'm seeing: To be clear, the one on the left is inside the <img> and the one on the right is inside a pixi.js canvas. Despite them being about the same size, you'll notice its less clear. If I change the SCALE_MODE it just looks pixelated. If I change the resolution (I've tried 1, 2, 4, and 10) I have to zoom in more, but once I have its just as blurry. Forcing the canvas renderer just made it look worse, and FXAA didn't seem to change anything. The image-rendering property seemed to have no effect except on the pixelate setting (which, obviously, just made it look pixelated). Edit: For reference I'm using pixi.js-4.5.3 and pixi-viewport-3.23.1
  13. Hey everyone, I just opened a new page of stone pixel art-style tiles. You’ll find them here: ART – Stone Feel free to edit as needed. I’ve also created a bunch of new ground tiles. They live here: ART – Ground As always, if you have any requests, feel free to pm or email me. I hope some of my work is helpful!
  14. Yes, you're right - I'd forgotten about that (recent) extra "requirement"! Thanks for your compliment and good luck to you, whichever platform you end up on.
  15. I have created Viral Fun Quiz instant game like OMG. My game have very low player. So I share my game play result to facebook group and facebook banned my placement. I have no idea how to get more player for my instant game. Some of instant game created is later than my game, but they have many players. How can I share my viral fun quiz game to get more player. With Regard...
  16. Hope you're well mate. I've got a new build today that addresses a lot of the mobile issues but still with a lack of all the devices around me to test on would be great to see what happens on everyone elses device. Would you mind sparing a moment again to try on this link: A lot of the other issues (audio etc) have also been fixed but i'm still sure I've got a bit to go before it's rock solid.
  17. It makes total sense when you look at it this way. Problem being, by doing some pretty quick math here I'd have to pay about $240 USD in total (btw that is R$1000 BRL my country's currency, terribly expensive!) the extra $140 bucks there is because it would be necessary to buy a really cheap old iPhone just to setup two step verification. Handing off $240 bucks for a solo developer in my budget is like a shot in the dark. Question, would I do it if I those resources available? Undoubtedly! But for a still maturing platform I'd rather think twice before stepping in. @Noel: Good point Noel, it's a one time fee, that's refreshing. @b10b: Stock Car Hero looks incredible! You guys did a pretty good job there, congrats!
  18. The Apple Team ID is a requirement from Apple as stated here: You need only one per business. Instant Games is meant to offer a similar experience to players no matter the surface they use to play, that is why developers cannot target a particular subset of surfaces. As for success on the platform, I invite you to read this post from the community:
  19. @128p yes opt-in for iOS seems like a reasonable option, especially initially. I'd imagine from FB's perspective they'd prefer to present their blue app as a consistent platform / experience that transcends device? E.g. it'd be a bit odd if some features were available everywhere except when the user picks up their iPhone? Plus politics ... Apple sure like their rake, so given the lack of opt-out this is an unsurprising (if frustrating) requirement. Questions to consider are ... how are you imagining monetizing your game, and how does FB help you do that in ways that can't be achieved by going to individual platforms directly? The $100 gift to Apple probably shouldn't be the barrier.
  20. Hello @spooky_turnip. I'm somewhat clueless about it too, but still searching for information. This post shed some light to me, though it also made me feel very bad about their platform, specially knowing that an Apple Developer account is quite heavy for my budget + the apple product complications they mentioned... Wouldn't it be easier if they just included this Apple Developer Team ID thing as a plus only for folks who are really targeting iOS? (Note: I hope someone with more knowledge about the subject refutes this if it's wrong!) I'll try to keep updating this thread as soon as I learn anything interesting. Honestly, I'm completely turned down.
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  22. More Art Works : Available for more art works! 2D Cartoon Art Work Game Assets Service : I can work on fixed price (based on my $14 per hour rate estimate), I do need a list of the assets to calculate. You can email me at for more details For Cost reference : Character Design : $7 - $28 (depend on details) +add $7 - $14 per animation (4 - 10 frames) (depend on details) Item $5 - $14 (depend on details) Background $14 - $56 (depend on details) Buttons $2 - $7 (depend on details) Etc. For a more accurate cost, give me a list, and I will calculate for a fix cost. If we have a deal, I will make some samples from the list to make sure you like the art style, if you approved then we move forward. etc. You can email me at for more details.
  23. Smart Guy Texture version If interested don't PM, send your requests or hellos to or Contact me through Skype ID: deathstalkerarts
  24. Above v2.6.2, Phaser2 was plagued with performance issues. Amongst other things, the renderer handled multitexture, which even when when not using MT had to do just a bit more work anyway. I tried CE once but reverted back to 2.6.2, as did many. It was a shame as CE had a lot of updates and fixes. A lot of the fixes could be merged into 2.6.2 though.
  25. Great! Can you apply via the job link above @sofia1970 ?
  26. Hi, I am interested and have 5+ years of experience in this domain. You can reach me via e m a i l (sofia [at] cisinlabs [dot] com) or s k y p e (sofia_6831). Regards, Sofia
  27. "Remove package.lock and node_modules" helped. Thanks!
  28. @Aaron McGuire can you please try put that line before renderer/application creation? PIXI.settings.PREFER_ENV = PIXI.ENV.WEBGL
  29. Known bug. Two versions of pixi exist at the same time, renderers are registered in only one of them. "Remove package.lock and node_modules" helps.
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