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  2. Best I can tell, it's purely offline game. There's a lot of games that fool the player into thinking it's real multiplayer when it's not.
  3. Today
  4. Thanks @Noel But the only thing I find in this link is a procedure to secure my account, changing my password, reviewing my infos, etc. Can't find any contact form or contact info.
  5. Check our portfolio here.
  6. The best way it to generate one from photoshop. or you can try this but am not sure if it can work , not tested. need confirmation const texture = PIXI.Texture.from('yourvideo.webm'); const videoSprite = new PIXI.Sprite( texture ); const videoControler = videoSprite.texture.baseTexture.source; videoControler.pause(); // force pause in case of autoplay videoControler.currentTime = 11; // the frame where you want thumbnail. const thumbnail = app.renderer.generateTexture(videoSprite); //capture the current frame. videoControler.currentTime = 0; // reset video time
  7. Help. Need games for school, get past Smoothwall on iPad. not Fake...
  8. Is there any possibility to show video thumbnail image?
  9. Another possibility is removal of updateTransform FOR's - but you need special event queue per root stage element, and every element should add itself to it in case of change. I've spent big number of hours to debug that, and now my work project can handle 6000+ animated objects and it spends time on them only when animation is switched to another, element moves, or camera moves far away from clipping rectangle.
  10. Oh, you want to stop something on event? Sorry, not possible. Please ask it at , its a problem for all runtimes, not only pixijs.
  11. Only partial. PixiJS cares about transforms of all elements, calculated vertices for sprite, graphics bounds, some other things. We switched from simple dirtyflags to dirtyID's because usually one object is watched by several validators. The trick is also to set watcher updateID to -1 if parent was changed. Unfortunately we cant cover everything: If we implement dynamic props like in react and angular, it will seriously affect debuggability of code. I have my own Stage to execute flash SWF's, I forked it from mozilla shumway, fixed many things and covered them with tests, spent 2 years on it, and I still think it doesn't fit vanilla pixijs. I made it to cache results of filters, because they are too heavy: blurs, shadows, glows, e.t.c. If you want full control like that - I advice to copy code of pixi/display , sprite, graphics and whatever elements you need, to make your own scene tree. It is possible, I proved that. Most of our logic is already in inner components : Transform, Texture, GraphicsGeometry, e.t.c. Its even possible to make FilterSystem and MaskSystem work with your components, just need some extra interfaces like MaskTarget or FilterTarget. What I don't recommend - is to try track dirtyRects. Its hell, don't even try it. Stick to elements that you cache in renderTextures. Btw, that's the reason I want to make `cacheAsBitmap` not a boolean ,but a number. Just `cacheAsBitmap++` should invalidate the cache.
  12. A story based "defend puppies from arrows" game. I've had the time to implement some fancy transitions and proper timings on this one. In retrospective I should've used a spritesheet for particles instead of the built in Phaser particles. There's lots of arrows falling and all those particles have a drastic effect on performance, specially on mobile. PLAY THE GAME.
  13. Simple yet fast paced "defend the wall" game. There are no fancy transitions or button animations. That's be design due to budgetary constraints and not by omission. PLAY THE GAME.
  14. For some reason it seems I can't edit the post above. Anyway, here's two more html5 games that I've made. They were made for an awesome new platform which allows users to customize and share these games. First game is a simple shooter called Zombie Madness The second one is a story based defend game called Project Skyfall.
  15. Hey folks! Well, I've tried to edit and update some posts but there's no "edit" option. I can only hide the post but no edit. Is it just me or is this happening all over the forum?
  16. Hi everyone. I'm using base64 code, but why visual studio code can't read it. and the image is undefine when I run.
  17. locally I have internet information services set up so I can run the file from wwwroot, I don't know if there is a name for that or if that explains it. also, sorry I couldn't get the files on here until now, my other computer was not behavingIt's Sweater
  18. Yesterday
  19. Here is one way to do it (obstacles layer)
  20. @Reborned I am pretty sure you can reach out to them through here:
  21. A display object's `render()` method will call every frame, right? Is there a component lifecycle for validation built in to Pixi, akin to fl.controls usage of fl.core.UIComponent? As in, a way to trigger rendering / update only when needed per display object (not the entire Pixi application) when multiple properties are set on the same frame. For example, if I have several properties that determine state of a display object, should I calculate that in `render()`; or, should I set an invalidate flag to be handled on the next frame? Pseudo-code example: class MySprite extends PIXI.Sprite { set color(value) { // ... this.dirty = true; } set selected(value) { // ... this.dirty = true; } render(renderer) { super.render(renderer); // Calculate display state here? // Is there a better lifecycle hook? // Or, manually validate using the animation frame? this.validate(); } validate() { // Validate presentation state if dirty if (this.dirty === false) return; this.dirty = false; // ...calculate state based on properties // if color is red and selected is true, texture = red-selected.png } }
  22. Last week
  23. I like to learn by practice with writing simple games. Start here: 2D breakout game using pure JavaScript
  24. I made 83% The game is awesome. Bots are good. You need to mark bots and players because I do not understand who are bots and who are real players.
  25. I recommend you give a try here:
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