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  3. Hello, guys. I'm Marianna from Borna Tech. We have 5+ years of experience working as create HTML5 games and playable ads. We have developed playable ads for almost all TOP games that are accessible in the App Store and Google Play. Also, we develop gaming projects for Facebook Instant Games and other platforms. If you have time please take a look at our portfolio: https://borna-tech.com/ If you are interested in freelance work, please don’t hesitate to contact me mvysochanska@borna-tech.com Thank you and have a nice day!
  4. Sorry for what may be a simple question, new to phaser and slowly porting my game over (which is going well, so far!) Anyways, it's a multiplayer game. My player class extends phasers sprite class, and I have two animations for the moment, both key'd left and right. In my player class, if the player is going left, I use anim.play('left') and visa versa for right. I was previously checking if an animation was playing before calling them, which leads to me occasionally going right but the left animation still playing. I've tried this.anims.getCurrentKey() to check if an anim is playing and if it's the same key, but it returns undefined. How can I determine if the left or right animation is playing? I created my anims like this: this.anims.create({ key: 'left', frames: this.anims.generateFrameNumbers('char_run', { start: 4, end: 7 }), frameRate: 10, repeat: -1 }) this.anims.create({ key: 'right', frames: this.anims.generateFrameNumbers('char_run', { start: 0, end: 3 }), frameRate: 10, repeat: -1, flipX: true })
  5. Okay so my older sister and I were online and found a game about zombies a few years ago. It was a game where you could control zombies, infect people, and pick up upgrades and use them along the way. You would infect the mall, a store, and whatnot. The game might have been an HTML5 game, but back then I didn't even know about programming languages so I could not have been able to even notice it. We've looked it up countless times for long periods of time, and have come to nothing. It is NOT Infectonator (or any of the games deriving from it), it is a free online game from a random website, maybe from Miniclip or Armorgames or Kongregate, Funorb, for all we know. You could use the mouse and keyboard for this one. The game would have no story at all, it was just a series of levels with increasing difficulty, the zombies were a bit slim, and whenever they would infect someone, their eyes would go kinda creepy and their arms go up and very cartoon-like they kill the victim. We're both sure that we did not make this up... does anyone know the name of the game?
  6. Regular pixi text or one of advanced plugins, something was mentioned in one of latest threads... I dont remember which one
  7. Using gsap solved my problem, another little thing how can a display a box(100x100) with text on this slideshow
  8. Manga - Game Ready Character with PBR Workflow www.zagreusent.com Game & Animation Studio Follow us: https://www.facebook.com/ZagreusEntertainment https://twitter.com/ZagreusEnt [ AAA - indie price - zagreus zagreusent ze studio character concept high / low poly character & creature game prop weapon game rig and loop gaming animation production company studio india asia ]
  9. Big news, guys! All of my tracks on my Dark/Ominous page are now available as very high quality Ogg files. They sound amazing…almost as good as the original WAV files that they were created from…and are much much smaller in size…perfect for videogames. Give them a try. https://soundimage.org/dark-ominous/ On that note, some people have asked me why I’m offering Ogg files when they can simply convert my free MP3 tracks to Ogg themselves. You are certainly welcome to do this, but it won’t increase the quality of the tracks at all because you’re starting with MP3. The reason my Ogg files sound so great is that I’m creating them from my original WAV recordings. That said, this week’s new free tracks are: On my Fantasy 10 page: SKY DRIFTERS – (Looping) SKY DRIFTERS 2 – (Looping) https://soundimage.org/fantasy-10/ On my Positive / Upbeat page: THE BALLOON HEADS DAY OUT – (Looping) https://soundimage.org/positive-upbeat/ On my Puzzle Music 5 page: FUNKY PUZZLER – (Looping) https://soundimage.org/puzzle-music-5/ And on my Sci-Fi 8 page: DESOLATE STREETS IN A MACHINE WORLD – (Looping) ELECTRIC DRIZZLE – (Looping) https://soundimage.org/sci-fi-8/ Enjoy…and keep being creative!
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  11. Hello, and welcome to the forums! Looks like a general JS problem. Someone will help you with code, I'm sure My two bits: 1. you can just add handler to pixiapp.ticker and remove it afterwards , instead of creating new one. IT doesnt matter in your case, but I want to make sure you know about that option 2. store images in array, store current image in a variable. 3. Usually scale is not by width/height, its by "scale" parameter and its exponential. Read up what "element.scale" is. 4. Usually people use tweens for that kind of stuff. Praise GSAP ( https://pixijs.io/examples/#/gsap3-interaction/gsap3-basic.js , google GSAP) . Its totally fine to write on your own first, because you need to understand how such things work.
  12. i am trying to making zoomin images slideshow using pixijs on canvas from three images below this I tried but not succeed. My question in how to add zoomin or zoomout image in pixijs for specific width and height, then second image and so on. I am writing this code var pixiapp; var pixiloader = PIXI.Loader.shared; initpixiapp(); function initpixiapp() { pixiapp = new PIXI.Application({ width: 1280, height: 720 }); document.getElementById('canvas-container').appendChild(pixiapp.view); pixiloader.add('images/img1.png').add('images/img2.png').add('images/img3.png').load(handleimagesload); } function handleimagesload() { var imagessprites=[] var img1 = new PIXI.Sprite(pixiloader.resources['images/img1.png'].texture); var img2 = new PIXI.Sprite(pixiloader.resources['images/img2.png'].texture); var img3 = new PIXI.Sprite(pixiloader.resources['images/img3.png'].texture); imagessprites.push(img1) imagessprites.push(img2) imagessprites.push(img3); for (let index = 0; index < imagessprites.length; index++) { const element = imagessprites[index]; pixiapp.stage.addChild(element); // here will the the code to run zoom image to specific width and heigth and then move to next image, // here is my code, its only display zooming third image var ticker = new PIXI.Ticker(); ticker.add(() => { console.log('ticker called') element.width += 1; element.height += 1; if(element.width==1500) { ticker.stop() } }) ticker.start() } } One more things, how to display a box with text for three seconds before slideshow start.
  13. You misunderstood Ivan anwser I think. TLDR : while(app.stage.children[0]) { app.stage.removeChild(app.stage.children[0]) } Problem with your code is that your remove element at a specific index during iteration, so you don't remove all elements. I think app.stage.removeChild() withotut parameter is equivalent to app.stage.removeChild(app.stage.children[0]), but can't check right now.
  14. Oh, its a new scene problem! Then you have a few options 1. Destroy all textures and re-load all the assets 2. Dont destroy textures, dont pass "texture:true" in recursive destroy. - in that case you share assets between two scenes 3. Some textures are shared some are not.. Well.. you have to know how loader and everything else related to assets work to make that work Lets think about 2) Instead of going through those If's , why not just make scene a child of stage? stage.addChild(scene) ... scene.destroy({ children: true }); // destroy only texts textures and containers/children . All referenced textures are alive! // now scene does not exists even in stage. IF you dont want to do that, well, you can destroy() whole stage and recreate it with "app.stage = new PIXI.Container()" - its fine. Or you can use those FOR's but just regular FOR with backwards iterator for (let i=children.length-1;i>=0;i--) { children[i].destroy({children:true}); } and {children:true} is the same as "true" in that case. Now I remembered it > You misunderstood Ivan anwser I think. VVV yeah, I just posted all the data i know instead of thinking about user problem, it happens
  15. So I guess the anwser is, there is no best way. I want to kill everything on screen and re build, e.g. move to a new scene... this makes sense for how my mind is viewing the game and how pixi works, and I was hoping that there might be wisdom for a best case, or normal way of proceeding. This not the case then it sounds like someone (maybe me) needs to work it out and write a tutorial and its seems pretty basic to want to add and remove sprites and containers without them lingering on screen or having to do strange hacky things.
  16. > there is no much materials how to use ShaderToy with PIXI We start expansion in that territory not long ago When people will be able to convert things by instinct and not by knowing everything there - that'll mean we succeeded. Writing docs takes time and front is very big.
  17. Well you are kind of second person who noticed that it doesnt work, so I added to some list... maybe it'll work in later versions
  18. There are many other more critical criteria before approval, some of which might feel obscure. But yes, >3MB is not a specific issue. 10MB is probably a sensible cut off for developed nation audiences? Whereas for "Instant Games Lite" you'd need to aim for <1MB. That's a technical challenge and will likely need to adopt some postloader techniques like @plicatibu mentions. https://developers.facebook.com/docs/games/instant-games/guides/lightweight You should evaluate as to whether the "Lite" pros outweigh the cons for your particular game design and intended audience.
  19. Best way is "stage.removeChildren()" but you might need some extra stuff if you want to manage your Texts differently or Textures - destroying texts is a problem because... well.. i dont have time to explain, here's one of those threads, you can search more: https://github.com/pixijs/pixi.js/pull/6427 Read up removeChildren() code anyway. If you use destroy() of all children , do it with backwards iteration, that way you wont trigger the problem you encountered. Or copy the array of children before you iterate through it.
  20. > Very strange. both of your implementations remove only half objects because you actually modify the collection Look at the picture. Unfortunately, I dont have enough time to explain everythign to people this month, so I can do only general suggestions: Look at https://github.com/pixijs/pixi.js/tree/dev/packages/display/src 1. I hope you have experience with adding/removing elements in array. 2. You have to read sources of removeChild and removeChildren. 3. You have to read source of destroy() 4. You have to understand how exactly javascript GC works and why cant we just "remove object". 5. even destroy(true) is different from our "destroy" . Does it handle WebGL textures ? i dont know. Read up on that. 6. WebGL objects need a destroy, everything else needs to be removed from global and local scopes, not more. Why? Need experience with javascript and WebGL to understand that. PixiJS just mirrors it. Now you can meditate on that and wait when someone with free time can explain you how to delete objects in pixi.
  21. I'm trying to remove sprites and containers from the current app.stage as to add new ones–e.g. change scene. However, both: let i = 0; app.stage.children.forEach(function(child){ app.stage.removeChild(i); i++; }); and app.stage.children.forEach(function(child){ child.destroy(true); }); remove the top level sprites but not the ones in a container?! Very strange. A second trigger of either of the above then removes them but I'd rather not trigger a function twice without working out why it's not working. I'm running pixi.js - v5.2.0
  22. I am not asking for it. There are probably more important things for the team to work on!
  23. Thanks! I solved it by creating an <img> from the buffer (base64) and passing that to Texture.from().
  24. Okay, no worries please let me if something comes up for remote Regards Nicole
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