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  1. Yesterday
  2. I'm looking for any apps for this
  3. for completion, here is the corrected script that works with the attached font. you would need to make sure backgroundSprite is changed to a sprite in your scene. function createTextFields(){ const loader = new PIXI.Loader(); loader.add('Arial_0', 'fonts/Arial_0.fnt'); loader.load(onFontLoaded); } function onFontLoaded(){ if (!PIXI.BitmapFont.available['Arial_0']) console.log("Font not loaded"); else createText(); } function createText() { let
  4. Ha, that was it. Was using the top example as part of my cobbled-together code. With the change it works perfectly now. Thanks for your help. I appreciate all the work you all put in.
  5. It should be 'fontName' when creating BitmapText. https://pixijs.download/v6.0.0/docs/PIXI.BitmapText.html Docs are correct when describing properties, but example at the top is incorrect. Sorry about that, we will correct soon!
  6. been working at this for a bit using other examples as basis. have arrived at a place where i cannot get the font properly loaded, even though my check indicates that it's available. i have broken the code out a bit more than i normally would for ease of debugging. please note that createTextFields() is called from window.onload. i do not get "Font not loaded" printed to console function createTextFields(){ const loader = new PIXI.Loader(); loader.add('Arial_0', 'fonts/Arial_0.fnt'); loader.load(onFontLoaded); }
  7. Hi everyone, I’m working on worksheets and activities that parents and teachers can download for their students…the idea being that the island serves as a microcosm and provides a way for kids to build their math, science and reading skills. I think this will be a really cool way for kids to learn. If you haven’t seen the videos yet, here’s a link the website: https://www.dunesisland.org/ Check them out…they are free to watch and download. Eventually I’d like to have tie-in video games…any ideas?
  8. I dont remember whether pixi can auto-map samplers like that, probably `uniforms: { uSamplers: new Float32Array([0, 1]) }` and manual binding of those two textures in Mesh in corresponding slots should work. Like i did with dummy, you can override _render and add texture binding there. No, ArrayResource is not related to the case.
  9. Beautiful, that did the trick! Thanks! One other related question: Currently I am setting the textures in my mesh each with their own individual sampler name (e.g. sampler1, sampler2). I would prefer accessing the textures in my shader using index notation (e.g. samplers[i]). How should I set my textures to accomplish this? I know this is what's done for batch rendering but I couldn't quite figure out where the textures are set. Would the ArrayResource be the proper way to do this?
  10. highp and mediump are different across devices, and high-performance devices can give you more precision even for mediump.
  11. maybe it doesnt actually rebind textures because shader doesnt have them in uniform list. Lets try direct approach. const dummy = new PIXI.Container(); dummy._render = (renderer) => { renderer.texture.bind(PIXI.Texture.WHITE.baseTexture, 0); renderer.texture.bind(PIXI.Texture.WHITE.baseTexture, 1); } containerWithMeshes.addChild(dummy); I checked in playground, it works.
  12. One general strategy is to have a link in game leading out to a walkthrough or hints/cheats page. Most portals allow such, and i think google is ok with it too, since there would be two distinct urls. You can definitely have a link out to a youtube video, and ads in that video. There is no guarantee that your link will get clicked, but if your game is made just right, for example an rpg needing the walkthrough, it'll get clicked. If the link is needed enough it does not even have to be clickable, gamers would even type it into a new tab, if it was cleverly needed just right.
  13. @ivan.popelyshev Thanks for the quick PR! It would be much appreciated if this fix could be bundled into v5.3.9 As for the workaround, I've tried implementing what you suggested but can't get it to work. I'm not sure what is the correct way to pass the 2 textures. I have tried the 2 methods below. const arrayResource = new PIXI.resources.ArrayResource([PIXI.Texture.WHITE, PIXI.Texture.White]) const arrayBase = new PIXI.BaseTexture(arrayResource) const arrayTex = new PIXI.Texture(arrayBase) const dummyUniforms = PIXI.UniformGroup.from({ uSampler: arrayTex }) const dummyShader = P
  14. Thank you Ivan, you are magician! Everything working wonderful now For anyone wondering, I added this lines at the top of fragment shader: #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif Somehow my pc used highp even with implicit medump directive, but my phone was more obedient in this regard
  15. Last week
  16. Use highp in fragment. There's no other way. precision mediump float;
  17. > I speak English and Russian. Welcome! https://t.me/gamedevforweb https://t.me/webgl_ru
  18. PR for v6 is here: https://github.com/pixijs/pixi.js/pull/7273 Maybe we'll cherry-pick it for v5.3.9 Workaround for now: add extra mesh with two textures that uses two PIXI.Texture.WHITE with standard shader. It will reset current state of bound textures.
  19. Hey! Anyone here has tried to develop Instant Games to different platforms than Facebook's Instant Games? Particularly, I do have in mind: Snap Games (https://support.snapchat.com/en-GB/article/games) Paytm Mini Apps (https://developer.paytm.com/docs/miniapps/overview/) Telegram Gaming Platform (https://core.telegram.org/bots/games) WeChat Open Platform (https://open.weixin.qq.com/?lang=en)
  20. Hello, fellow game makers! Last day I was wrestling with PIXI's filters, or to be more precise, with applying filter to local coordinates of DisplayObject to make it scaling-consistent. So I got a smoke shader from the bottom of this tutorial and made it work at local coordinates of an object. I even adjusted frame and vTextureCoord for resolutions other than 1. And look at this gorgeous pearl-like texture! It is even animated and looks so beautiful! But alas, not on mobile... This is Samsung A3 2016 with resolution 1280x720 and devicePixelRatio=2 I'm pretty s
  21. Yep, that's the actual bug of multisampler
  22. Happy March Everyone, Wow, February went by so fast…I guess spring is just around the corner. Anyhow, to start off March, we have: On my Chiptunes 4 page: “TOO COOL FOR WORDS” “BOUNCY PLATFORMER” https://soundimage.org/chiptunes-4/ And on my Puzzle Music 6 page: “LIGHT PUZZLES 6” https://soundimage.org/puzzle-music-6/ CUSTOM MUSIC FOR YOUR PROJECTS If anyone needs some custom music created special, just let me know. One of my goals is to make good-sounding music available to anyone…especially indie content creators with limited budgets (I’m one myself.) I know how ch
  23. I'm somewhat extending the platformer tutorial and trying to write a new game. My problem is that if I draw platform objects in the collision layer that are not completely flat but a diagonal slope for example, the character moves very slowly uphill and slides fast downhill. Can you suggest how to implement such a movement that the character would just walk up and down with normal speed, and if he stops he is not sliding down like it's an icy surface? Just like a person would simply stop in the middle of a slope? (Given that the slope is not too steep of course). Many thanks.
  24. Hi Fellow Creatives, A whole bunch of new texture images need good homes in your projects. Free, as always, to use with attribution. They are on these pages: GROUND (Artistic) VEGETATION (Artistic) FUR (Artistic) ORGANIC (Artistic) CONCRETE (Artistic) BRICK (Artistic) BARK (Artistic) You can access everything from here: https://soundimage.org/images-home-page/ OTHER NEWS I’ll be releasing some cool new music tracks tomorrow so make sure to check my free music thread. CUSTOM WORK If anyone needs some custom work created, just let me know. One of my goals is t
  25. You could extract the frames from canvas with toDataUrl or use the extract plugin to get the actual pixel data of a single frame. Then gather all of the frames and encode them into a video with some encoder, dunno if those exist in the browser, most likely someone has made one. You can do stacked rendering with multiple different ways. - Have 2 containers that move with different speeds. - Use overlapping canvases with each having their own renderer and move them. - Have each of your object in the scene have a depth value and move everything based on that. - Use rendertextures
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