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  2. @jedimasta, how did it come out? I'm currently trying to make a version of a similar game type with these rules: - players enter 10-20 words - game will draw 3-5 words at a time - everyone has to say how the words are related I was going to do it physically but I remember playing jackbox and would love to make it similar to that. Wondering if its worth researching how to code to do it.
  3. Today
  4. Yesterday
  5. @ivan.popelyshev This makes a lot of sense. Really appreciate the insight here. Need to digest this, and might have some follow up questions. Similar situation with a complex data visualization involving a few thousand sprites. Pixi.js performance is blistering fast, solid at 60fps, but I have some reservations about patterns I'm implementing. Thanks again for all the insight and support!
  6. Testing edit (works ok for me). Is it just older posts?
  7. It works for me. I don't know much about IIS, so i recommend to use simple node "http-server -c-1". After installation just type "http-server -c-1" in command line in directory that you want to show. Close the window if you dont need that server anymore. "-c-1" means "no cache". By default its on localhost:8080, you can change port with "-p8081"
  8. I'm running the localhost link off of chrome if that's important
  9. 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.
  10. 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.
  11. Check our portfolio here.
  12. 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
  13. Help. Need games for school, get past Smoothwall on iPad. not Fake...
  14. Is there any possibility to show video thumbnail image?
  15. 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.
  16. Oh, you want to stop something on event? Sorry, not possible. Please ask it at , its a problem for all runtimes, not only pixijs.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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?
  22. Hi everyone. I'm using base64 code, but why visual studio code can't read it. and the image is undefine when I run.
  23. 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
  24. Last week
  25. Here is one way to do it (obstacles layer)
  26. @Reborned I am pretty sure you can reach out to them through here:
  27. 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 } }
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