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  1. Past hour
  2. 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.
  3. 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.
  4. 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.
  5. 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?
  6. Today
  7. Hi everyone. I'm using base64 code, but why visual studio code can't read it. and the image is undefine when I run.
  8. 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 Weather.zip
  9. Yesterday
  10. Here is one way to do it (obstacles layer) https://gamedevacademy.org/how-to-create-a-turn-based-rpg-game-in-phaser-3-part-1/
  11. @Reborned I am pretty sure you can reach out to them through here: https://www.facebook.com/help/hacked
  12. 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 } }
  13. Last week
  14. I like to learn by practice with writing simple games. Start here: 2D breakout game using pure JavaScript
  15. 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.
  16. I recommend you give a try here: https://javascript.info
  17. Here is my record url https://www.dropbox.com/s/9l5v0w42b7d1nki/2019-12-07 06-36-06.mp4?dl=0 I want to stop the circle at the "ENCORE FREE SPIN" How can I do that? Thanks
  18. If you talk about spine software ? you can remove you event by select your event and click delete icon. (delete key not work in old spine version) If you talk about the api, if you manage one spine events per listener (not recommended in most case) and you want remove. you can do spine.state.removeListener(listener); Or the best and cleaner way for me is use one listener for all events and just a Switch to call method associate. And just avoid include your "color" event Example code. const checkEvent = (entry, event) => { switch (event.data.name) { case 'eventName0': // call a method when "eventName0":fired! break; case 'eventName1': break; case 'eventName44': break; default:break; } }; spine.state.addListener({ event: checkEvent, });
  19. 2D breakout game using pure JavaScript https://developer.mozilla.org/en-US/docs/Games/Tutorials/2D_Breakout_game_pure_JavaScript Real Time Multiplayer in HTML5 http://buildnewgames.com/real-time-multiplayer/ Source: https://github.com/underscorediscovery/realtime-multiplayer-in-html5 Demo: https://battle-world.herokuapp.com/?debug 1- Making Multiplayer HTML5 Game: Setup & Sending Files. NodeJs Tutorial Guide https://www.youtube.com/watch?v=PfSwUOBL1YQ
  20. Hi jonforum. Thanks for your reply. I want to remove last event data. In the above image, I wanna remove "color" event How can I do this?
  21. Hi @Noel, thank you for the help. But I was asked to do it in the login page, not by email. How can I contact them?
  22. Jenson

    Pixi - Vue

    Thanks for your always kindness reply.
  23. ivan.popelyshev

    Pixi - Vue

    I cant help you with webpack, I'm webpack hater I can only say that its possible and many people added pixi application to vue and react apps without any plugins. Just make a component that contains canvas and don't forget to destroy() your renderer every time you switch pages or something like that. Or you can re-use existing canvas many times and start/stop ticker when needed. This is required knowledge when you use pixi with any other framework: https://github.com/pixijs/pixi.js/wiki/v5-Custom-Application-GameLoop Your options here are: 1. wait for someone to help setting up your project 2. learn how to set up custom pixi application and then do it yourself. You can also search this subforum for vue and react stuff, there were a number of threads like that.
  24. Thanks. It is working great. Start Video this.videoTexture.baseTexture.resource.source.play(); Pause Video this.videoTexture.baseTexture.resource.source.pause();
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