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  2. I use SocketIO and Babylon.js for 3D client too. Babylon.js was written in TypeScript and it very friendly to TypeScript. If you want to switch to TypeScript in the future I can help you because I know about it a lot now. We need to have a lot of practice because only that way can be true. Try to deploy your first "Hello from Server" application on Heroku. You need to connect to the server and the sever will send "Hello from Server" application and you need to print this message in browser console. Try deploy your first application on Heroku and I can help you: https://www.heroku.com/ I know everything about how to do it.
  3. I study networking too. This tutorial is awesome: http://buildnewgames.com/real-time-multiplayer/ You can download and run locally a code from the tutorial from here: https://github.com/underscorediscovery/realtime-multiplayer-in-html5 I deploy the code on free hosting Heroku: https://battle-world.herokuapp.com/?debug You can run the app in two browser tabs and test how smooth it. Network programming hard because network latency. The author uses client prediction and interpolation. We need to train by making simple games to study it on practice. I think Heroku is the best place to practice. If no one run uses your app during 30 minute the server will sleep but it wakes up very quickly less then 10 seconds. It is a free plan. You can pay $7 in month if you do not like this. Your server will not sleep if someone uses it. You can connect your private (or public) GitHub repo with Heroku and when you push the Heroku will auto deploy your application. I use TypeScript on clients and on Node.js server because TypeScript is the best for web games. If you use Unity and C# too you will like TypeScript. I study how to write server in C#. C# is better than C++. And it is fast too. Network latency makes their speeds the same.
  4. Today
  5. You don't need to set "frame" of renderTexture, its not that frame that is rendered by renderer, its frame that is shown in sprite later. use var myMatrix = new PIXI.Matrix(); myMatrix.tx = -100; renderer.renderer(party, texture, undefined, myMatrix) Also: slot.attachment.region.texture = texture; slot.attachment.updateUVs(); There's no guarantee that pixi-spine can change texture that way , there's special "hackTextureBySlot" or something like that.
  6. Hi there, I have a collection of sprite animations happening inside of a PIXI Container. I need to take a rectangle section of this animation and display it inside of a Spine animation using a Mesh. (this seems to be working all fine) However, I am able to do get the full contents of the container and place it into my Spine animation no problem using renderTexture, but I only need a small section of its contents. I thought I would be able to do something like this.... var party = PIXI.Container(); // Sprites of people in a party inside of here var texture = PIXI.RenderTexture.create(party.width, party.height); texture.frame = new PIXI.Rectangle(100, 0, 100, party.height); // also tried texture.trim texture._updateUvs(); // on rAF update the mesh texture and apply to the mesh renderer(party,texture); slot.attachment.region.texture = texture; slot.attachment.updateUVs(); Here it looks like it should only use a section from 100 pixels in from the left and only take a 100 pixel wide slice, but it doesn't. I also thought I would create the renderTexture at the size of the slice I need.... var texture = PIXI.RenderTexture.create(100, party.height); texture.frame = new PIXI.Rectangle(100, 0, 100, party.height); // also tried texture.trim But this just takes a 100 pixel section at the left most of my container. Maybe I could apply a mask to the section I need and create a texture from that or something?
  7. Hi, Thanks for the test. We think we fixed the "divide by zero" error. The link above has been updated. Let us know if there still are issues, thanks! Jesse
  8. 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 oryzano@gmail.com 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 oryzano@gmail.com for more details.
  9. I so wish I found this before I figured out how to do this myself! Thanks for the repo, there are still things I can learn.
  10. Hey guys, Sorry if I went silent here. We are still facing indeed some delays in payments which should have been solved already and I apologize for the stress it is causing you. All the August payments were done for all partners. If you didn't get paid, please be sure that you fall into the minimum requirements for the due amounts. We are still improving the processes and flow and it hasn't been fully fixed yet. We were able to pay ahead the month before, but couldn't meet the deadline the month after (took us around 15 days more). We will start September payments next week and hopefully, pay you all for the earned before the end of November. Thanks for understanding.
  11. @Michela Federico you can see in this example https://gamedevacademy.org/creating-a-preloading-screen-in-phaser-3/
  12. https://github.com/tleunen/pixi-multistyle-text Use this one!
  13. What I want to achieve: I want to highlight the first word of each sentence. (See the attached image) I don't want to use two different Text object to achieve this, since it would be very difficult to locate them correctly.
  14. Hi. Thanks for sharing your code. This message popped up when I tried to play the game: integer division by 0 in main.agc at line 722. Tested in Opera version 54 and Microsoft Edge 42 both running on Android 6.0.1. Regards.
  15. Yesterday
  16. I see two ways 1. You can hack your texture that way it gives different UV's to rope. "texture.frame.x = ...; texture.frame.width = ...;" then "texture.updateUvs()" should do that. 2. Just modify the rope same way it works in our v.5.2.0, code is almost the same. https://github.com/pixijs/pixi.js/blob/dev/packages/mesh-extras/src/SimpleRope.js#L37 https://github.com/pixijs/pixi.js/blob/dev/packages/mesh-extras/src/geometry/RopeGeometry.js#L194
  17. Little difficulty with controls. Other then that nice game.
  18. I do see something about adjusting the "frame". But I want to use the whole texture and just offset it in the X..err.. U position.
  19. Changing Rope isn't that difficult, you can copy some parts from v5. I also had alternative Rope for v4, though without this function, you can look at it : https://github.com/gameofbombs/pixi-heaven/tree/v4.x https://gameofbombs.github.io/examples-heaven/#/mesh/rope-colored.js https://gameofbombs.github.io/examples-heaven/#/mesh/rope-interpolated.js We really cant implement everything that people want in generated meshes, and its not like they use very specific webgl stuff, its just geom, it should be easy.
  20. Looking over the v5 documentation for PIXI.SimpleRope, Texture, and BaseTexture - nothing really stands out to me that says 'HEY! Set this to offset a texture'. Any hints?
  21. Thanks - we're are still on PIXI version 4 for this project - I fear we have so many dependencies on how it works that upgrading may be impossible, I'll take a look!
  22. Ehm, it works already, look in pixi 5.2.0. In case you need more, just modify that Rope
  23. Hey guys, I'm wondering if there is a way to animate the offset position of a texture when applied to a PIXI.Mesh.rope. My goal is to have the texture "flow" in one direction. The texture in question is designed to repeat in one direction. I'm hoping if I can set the base texture to wrap along the U coordinate (using PIXI.WRAP_MODES.REPEAT), that if I can adjust the offset of the U over time, that I can effectively get the texture to wrap along the rope mesh. Where I'm running in to trouble is, based off of research so far, I don't see a way to adjust the offset "out of the box" in PIXI. Is this even possible, or should I be taking a different approach? Here's an screenshot of what I'm aiming for: Note the arcing path leading from the gorilla, going over the skyscraper, and ending at a building. This is built using a mesh rope. I think it would be cool if I could get the texture to move in one direction, similar to a tiling sprite, but along the rope. Any insight is much appreciated! Thanks, Sean
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