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  1. Yesterday
  2. Thank you, @Bubamara ! I will reference your post and put it in all my plugins
  3. the other way is to use webpack's provide plugin : plugins: [ new webpack.ProvidePlugin({ PIXI: 'pixi.js' }) ]
  4. Wow, thanks Ivan, using `require` worked! I would never have thought it!
  5. Also, just in case: latest pixi-spine supports spine 3.8. If you want models from 3.7, use different version, there's a list in README.
  6. You are doing everything right, its just webpack and npm are very shady guys. 'import' is actually an instruction before all the code , so you have to use require("pixi-spine") there.
  7. Hi Everyone! I'm trying to install and use the pixi-spine plugin with es6 and webpack. The docs recommend importing it like this: import * as PIXI from "pixi.js"; window.PIXI = PIXI; import "pixi-spine" But, I'm getting the error `PIXI is not defined` Any idea what I could be doing wrong? Thanks!
  8. That's exactly the tutorial I'm following but for some weird unknown reasons it doesn't register the callbacks to the events...
  9. Guys, who is moderating jobs-hiring-and-freelance ? I posted a topic 20 hours ago and it is still "pending approval".
  10. That just means you'll encounter things that require deep diving in webgl later 😈 BWAHAHAHAHAHA I'm glad its resolved.
  11. Good approach. In the end you need a valid zip file to upload and it is expected that you have to make some custom adjustments in the process before you upload it. you might also try to upload the old (working) game again and see if it succeeds or fails. This might help you to figure out how a valid zip looks like.
  12. Very Useful Information Thanks for sharing visit: python IEEE projects in Bangalore IEEE projects in Bangalore  
  13. Ivan, here's the approach that ended up working. I discovered the frame shifting technique as you were writing your post about it πŸ™‚ The nice thing is, this doesn't require any deep deep diving in to PIXI internal or webgl, and works with PIXI v4. step 1 - adjust the base texture to wrap this.pathTexture = new PIXI.Texture.fromImage('path-texture.png'); this.pathTexture.baseTexture.wrapMode = PIXI.WRAP_MODES.REPEAT; step 2 - in my game loop update method update(delta) { this.throwPath.texture.frame.x -= 200 * delta; this.throwPath.texture._updateUvs(); } And here it is in action: Thanks again for your help!
  14. Last week
  15. I downloaded a very old instant games build that Panda2 exported and it did contain fbapp-config. So I believe this file is created on export from Panda2, atleast with the current workflow. Since the export function doesn't work anymore due to the error, there is no zip created when I export to instant games. Let me try to export a zip and manually put the fbapp-config and see whether I can manually upload it to facebook.
  16. Wobla

    I'm NEW..hello

    Hello. We always learn something new and this is okay. For example, I have been learning astrology for more than two years but I have face numerology only on this month and now I am newbie in it
  17. I wonder how much performance cost that incurs, rendering to one canvas (with the GPU) then taking the image data to Three.js texture, and rendering to another canvas (with GPU). Seems like a lot going on there. Maybe there is an optimized code path underneath in the browsers, for that case?
  18. The India Game Developer Conference (IGDC) is a prestigious event showcasing the skills of companies involved in the art of making diverse games belonging to multiple genres. This year it will be the 11th edition of this grand event which will take place at the Hyderabad International Convention Center between 22nd and 23rd November. Red Apple Technologies, as a VR game development company, we will be showcasing our VR expertise to enable you experience immersive gaming. Click to know more:
  19. Thanks. Adding WASD controls is on my to do list. New hero added: Heat Seeking Missile
  20. So, I want to add some info for those who like to look classy when they go to a meeting or something. A lot of people don't have that much money to dress properly so they start buying replicas which is far not the best idea and you can check out Mau-fashion's opinion on cheap handbags to find out why.
  21. Oh, thanks, i didnt get it! > therefore, the hitArea that I need to set needs to be rotated? rotate container initially. if you want object to be not rotated afterwards, well, rotate it in other direction. hitArea is measured in local coordinates Here's the code of hitArea that is the same as sprite: container.position.set(...) container.rotation = Math.PI/10; // a bit sprite.anchor.set(0.5); //usually sprite.scale.set(...);//whatever size you want, same as sprite.width = something container.addChild(sprite); container.interactiveChildren = false; // turn off sprite interaction container.hitArea = new PIXI.Rectangle(-sprite.width/2, -sprite.height/2, sprite.width, sprite.height); //that's for anchor 0.5 and position 0. // Your sprite local position and anchor can be different, you have to edit in that case. // (sprite.position.x - sprite.anchor.x * sprite.width, sprite.position.y - sprite.anchor.y * sprite.height); // also sprite.width is actually texture.width * sprite.scale.x if sprite has no children // if it has children - you'll have a problem, use texture.width directly!
  22. My problem has been that the displamentFilter effect hasn't been scaling to the size of the displacementSprite, it's been scaling to the size of the entire container that the filter is added to. I'm probably doing something wrong! I will check my code and report back
  23. Sir I used this plugin and It was scrolling on the laptop browser but not on the mobile.. what can I do else? help please
  24. Hi is there any way to enable mobile scrolling in phaser 2
  25. Can you check if there is a fbapp-config.json file in the root of your zip file? see also:
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