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  2. Player move Player is about to be pushed on v4 branch! - -
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  4. I expect the answers to be a bit biased here, but for you guys that release games for both HTML5 games for playing directly in browser (both desktop and mobile ), in Facebook Instant Games and mobile games (Android / iOS), which one was the better for you? When I say better I mean: which one generated more gross revenue ? which one generated more net revenue ? which one was easier to spread your game? what's your source of revenue? Ads, in-app purchase, exclusive / no-exclusive licenses, others (please cite them) or a mix of them? Also, I'd like to know: For HTML5 games for playing in browser: what got you more revenue? Either desktop or mobile users? How many percent of users were in desktop and how many in mobile browsers? For mobile games: what platform got you more revenue? Either Android or iOS? which platform gave you more downloads? Either Android or iOS? Are you able to live just by making games? Thank you all. Notes: There is no need to disclosure your app names nor the exactly amounts. I'm considering Facebook Instant Games as a separeted category from HTML5 games to play in browser due the fact one must have its game approved by both Apple and Google and because it will run inside Facebook's site / app. I don't care whether the Android / iOS games where made using native code or tools like cordova. What matter is that your game was published on Apple Store and Play Store.
  5. Right, the option to "Edit" is not available on posts beyond a certain age (3 months?). I'd conclude that's an admin choice?
  6. I've used a few times now. Their editors are super helpful and their support team contacts you back quickly if you have questions. This site definitely allows you to get that extra help you need to turn in amazing work.
  7. Yep, I see giant <canvas> on gucci website, and pixi 4.8.6.
  8. Alternativly I'd use the effect on just some part of the website, but them seem very eager to have the entire site affected like this gucci site but they apply images using Pixi as well. Yeah, webGL is fun. Definitely working more with it! And thanks!
  9. We know that DisplacementFilter is a selling point of PixiJS for web developers, but it actually takes time to understand how it works. its 50/50 chance whether the idea imagined by web developer, who doesn't know what WebGL is, will work. In 50% of a bad chance, and then I have to consult them that "WebGL" is not just a rich <HTML> component but a huge thing with its own rules based on low-level OpenGL ES. You can't read/write pixels outside of canvas, you can't draw any html elements inside except <image> which has to be uploaded as a texture. If you're lucky, you start using WebGL, but its nothing to be ashamed of if you're not. Welcome to the forums! P. S. you'll find something good in WebGL for next client then
  10. Greetings! Here are my newest free music tracks…just released: On my Fantasy 9 page: THE FRANTIC TOY FACTORY – (Looping) – Perhaps for the title screens of a whimsical game? On my Funny 7 page: FUNKY MONSTER MISCHIEF – (Looping) – What are they up to now? And on my Puzzle Music 5 page: WINTER PUZZLES – (Looping) – Maybe for a relaxing winter-themed game? Or perhaps something else? Have a good week…and keep being creative!
  11. Okay. That's what I feared. Thank you for answers. I'll try to figure something else out for the client.
  12. Nope, not possible with PixiJS or any other WebGL/canvas2d library. You can apply SVG filter for displacement, but it'll be very slow.
  13. You would have to be able to render the web page into a canvas and then render that canvas to screen instead of the web page. That would block much of user interaction though and would be really hard to do in realtime if website has scrolling or user interaction. Also if there's stuff loaded from other domains / without permissions then you would run into crossdomain errors. You could maybe use svg filters to achieve the effect, dont know how though.
  14. Exactly - it's the older posts that can't be edited. Is there any reason behind that behaviour or am I experiencing some sort of bug?
  15. Hello I'm making a project for client using the displacement filter to make it look like there's a glass bubble on their website. The client wants the glass bubble to effect all objects and all text on the entire website, but I can only make it put effect on objects added through PixiJS, like images and text through code. Is there a way to make it on the entire site? Making the body html-tag into an object in Pixi or something similar? The client needs to be able to change images and text through a backend CMS, so editing the JS code all the time is not a possibility. Thanks. Here is the code var renderer = new PIXI.autoDetectRenderer({ width: window.innerWidth, height: window.innerHeight, transparent: false, autoResize: true, backgroundColor: 0xffffff }); document.body.appendChild(renderer.view); var stage = new PIXI.Container(); var container = new PIXI.Container(); stage.addChild(container); var padding = 100; var bounds = new PIXI.Rectangle(-padding, -padding, renderer.width + padding * 2, renderer.height + padding * 2); var speed = { x: 2, y: 1 }; var glassSize = 250; var displacementSprite = PIXI.Sprite.from('_assets/displace1.png'); displacementSprite.anchor.set(0.5); displacementSprite.width = glassSize; displacementSprite.height = glassSize; displacementSprite.x = 500; displacementSprite.y = 500; var displacementFilter = new PIXI.filters.DisplacementFilter(displacementSprite); //var rgbSplit = new PIXI.filters.RGBSplitFilter(); stage.addChild(displacementSprite); container.filters = [displacementFilter]; displacementFilter.scale.x = 150; displacementFilter.scale.y = 150; var glass = PIXI.Sprite.from('_assets/glass.png'); glass.anchor.set(0.5); glass.width = glassSize; glass.height = glassSize; glass.alpha = 0.3; stage.addChild(glass); var bg = PIXI.Sprite.from('_assets/river.jpg'); bg.scale.set(0.2); bg.anchor.set(0.5); bg.position.set(renderer.width/2, renderer.height/2); bg.alpha = 1; container.addChild(bg); var text = new PIXI.Text('Glass Test', { fontFamily : 'system', fontSize: 72, fill : 0xffffff, align : 'center' }); text.anchor.set(0.5); text.position.x = renderer.width/2; text.position.y = renderer.height/2; container.addChild(text); animate(); function animate(){ displacementSprite.x += speed.x; displacementSprite.y += speed.y; if(displacementSprite.x + glassSize/2> renderer.width) { speed.x = -speed.x; } if(displacementSprite.y + glassSize/2 > renderer.height) { speed.y = -speed.y; } if(displacementSprite.x - glassSize/2 <= 0) { speed.x = -speed.x; } if(displacementSprite.y - glassSize/2 <= 0) { speed.y = -speed.y; } glass.x = displacementSprite.x; glass.y = displacementSprite.y; renderer.render(stage); requestAnimationFrame(animate); } function resize() { renderer.resize(window.innerWidth, window.innerHeight); text.position.x = renderer.width/2; text.position.y = renderer.height/2; } resize(); window.addEventListener('resize', resize);
  16. Oh. Really? 😟 I stopped the animation manually. PIXI.spine.autoUpdate = false; hehe Anyway, thanks for your supporting. 😄
  17. Looking for new projects Email Skype ID: hephaestusent Feel free to contact us for your Art related queries. Thank you HEPHAESTUS ENTERTAINMENT 2D/3D Game & Animation service provider @ Indie price Contact Details: Email Skype ID: hephaestusent Facebook: More Art:
  18. @Reborned How about the "Contact our support team" in the middle of this page:
  19. @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.
  20. Yesterday
  21. @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!
  22. Testing edit (works ok for me). Is it just older posts?
  23. 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"
  24. I'm running the localhost link off of chrome if that's important
  25. 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.
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