Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. Today
  3. Hey there! Long time no see Some new updates for IconiX! New Heroes list, new assets and UI, check it out
  4. Hi Noel, app id is 635275031208621 First I had a problem with Audience Network, and when I was finally accepted at Audience Network, this new review system is an obstacle that I don't know how to solve. The problem is that I do not know what should I change/upgrade to pass this obstacle. In "Approved Partner Program Applications for Instant Games Open to All Developers May 6, 2021 by Joel Ndreu" he said "process is a lightweight application and business review". I have legal (business) entity, I have few finished HTML5 games, a lot of experience and few successful ga
  5. I'm trying to create a display object that can act as a view of a scene so that I can create multiple views of the same data. I know I can do something like this: const scene = new PIXI.Container() // Add some objects to the scene const rt_0 = PIXI.createRenderTexture({ width: 100, height: 100 }) const rt_1 = PIXI.createRenderTexture({ width: 100, height: 100 }) const view_0 = PIXI.Sprite(rt_0) const view_1 = PIXI.Sprite(rt_1) app.stage.addChild(view0, view_1) app.renderer.render(scene, view0) app.renderer.render(scene, view1) app.render(app.stage) But I would rather create each v
  6. Helllloooooo gamers. I have another little write-up to share today about the different systems and libraries that I use. I hope if you follow my project you find this interesting to glance over and maybe take away some ideas! https://ajamdonut.itch.io/deaddesert/devlog/295973/lets-talk-about-complex-systems Thanksssssssss!
  7. Hi. I have one tip for this, toJSON. You might find something better but this is how I do it. Extend what you want like this for example. Now whenever you serialize these objects you will just get x,y back. Extend where you need and add to toJSON() where you need. StageThing extends PIXI.Sprite { toJSON() { return { x: this.x, y: this.y } } } It will mean you have to ensure when you reload the object, just re-assign the properties StageThing extends PIXI.Sprite { constructor(saveData) { this.x = saveData.x; this.y = saveData.y; } } onLoad
  8. Yesterday
  9. What's up everyone? I just uploaded some new free texture images for your projects. They are on these pages on my website: BARK (Artistic) BRICK (Artistic) Access the from here: https://soundimage.org/images-home-page/ OTHER NEWS If you happen to need some free Funny/Quirky/Weird music, higher-quality Ogg tracks are now available on my Funny pages 1-3 (as well as Funny 7 and 8.) I'm working to make them available on all of my Funny pages. In the meantime, if you think my free assets are helpful, please consider making a small donation on my site to help support my effo
  10. Hellllooooo my lovely developers who work so hard. I've been working hard again on my little trainset in the basement, aka my html5 game Dead Desert. It's always nice to share my tests, things like performance testing and stuff. And so todays little vid is about treeeeeeeees. A couple things about how trees work: 1. They are not added manually, saved to the map, or loaded from the map 2. They are created during runtime, using simplex noise. Simply using simplexnoise(gridX, gridY) > 0.5 for example, gets me the trees where I need them. 3. If the level editor (me
  11. Last week
  12. /// <reference path="./global.d.ts"> then create global.d.ts nearby, with something like that: https://github.com/pixijs/layers/blob/master/global.d.ts Pixi exposes a number of interfaces in GlobalMixins for extending. Not all of them, but several that are usually used in plugins. It wasnt possible to move pixijs and plugins to TS+imports without this hack.
  13. Hi all, How does one add custom features to Pixi.JS in typescript with it complaining? Example: DisplayObject.prototype.myFunction = (){ //do stuff}; const c = new Container(); c.myFunction() //Does stuff TS complains about myFunction not existing on DisplayObject, but it DOES work, as if I litter my code with //@ts-ignore it complies fine. Obviously having //@ts-ignore isn't really a solution, but if it works in JS it should work in TS, but I'm not sure how. TIA.
  14. Incredible Logo Arts http://incrediblelogoarts.weebly.com/uploads/9/8/2/4/98248704/sewing-wench-logo_orig.jpg incrediblelogoarts@gmail.com http://incrediblelogoarts.weebly.com/
  15. Hidden Pokemon is my new and first hidden objects game in C2. The game consist in three levels where you have to discover all Pokemon requested before time run out(15s). Try it on http://crazygames.cc/hidden-pokemon.game Soon, the game will be available for embed on gamemonetize.com.
  16. Hi @all I build a little Arcade game. Shoot at the virus but attention - don't hit the cells - because then you get minus points. Play a round and make so much points as possible. Highscore will be saved in local storage. Any comments are welcome! Play it here: https://oliver77.itch.io/kill-the-virus
  17. Thank you that did the trick! I was totally unaware of any internal Y flipping on textures withing the main frame buffer. It worked everywhere else so that got me. I even visited to that link several times and still didn't get it. I knew V5 was different when it came to filters, I think you can even use GL structs in in that version. which would definitely help when adding say 24 lights to a scene (v4 doesn't seem to support them, i had to use banks of arrays to make it work, the type parameter in the uniform data structures seems to pick them up but can't do anything with them.). Fo
  18. @batnaidan You can use FBInstant.context.chooseAsync() and let the user select a thread with multiple people. You can also add some filters to chooseAsync, please refer to the documentation: https://developers.facebook.com/docs/games/instant-games/sdk/fbinstant6.3
  19. Hi! You use gl_FragCoord in shader, and its really not reliable in pixi, because pixi renderTextures have flipped Y compared to main framebuffer. This was done to avoid flipping Y of all texture on upload, which is usual way of opengl/webgl. To avoid that thing, you have to actually use vTextureCoord. According to https://github.com/pixijs/pixijs/wiki/v4-Creating-Filters , you can get pixel coord from "vTextureCoord * filterArea.xy" m you need "uniform vec4 filterArea" for that. Btw, for v5/v6 its different, in case you'll move to next version of rpgmaker
  20. Hi, I am making a Lighting filter for PIXIJS 4 in RPGmaker MV but I've encountered some strange behavior regarding Render Textures. for some strange reason, rendering the scene to a render textures causes the position of the lights to mirror on the Y axis and I have no idea why. here are some photo's of what i mean. Below is a Screenshot of the scene in real time. and this is the resulting render Texture. As you can see, the blue light close to thew center barely moved, while the yellow one moved from the bottom of the screen to the top. neither lights changed in X-axis va
  21. Update 9/15/2021 - renamed Extra Box Sudoku to Window Sudoku. Added many more puzzles
  22. Thank you! I am using PixiJS with NextJS, exporting the pixi code to a different module and compiling it to ES5 works fine now.
  1. Load more activity
  • Create New...