All Activity

This stream auto-updates     

  1. Past hour
  2. Speaking of Soccer game, FIFA 20 can be really the first that I'm thinking of. You can use it as your reference. Hope your game is getting better and better! If you need help with FUT Coins, you can check it.
  3. Today
  4. Thanks for sharing this wonderful information.
  5. If you are looking for a good HTML5 game, you can check MarketJS and Famobi.
  6. I'm running into this issue with version `3.20.1` just looking at where it's breaking: `ForwardDiffuseLightPipeline.js` ``` else if (gameObject.tileset) { normalTexture = gameObject.tileset.image.dataSource[0]; } ``` tileset is an array so the code might should be: `normalTexture = gameObject.tileset[0].image.dataSource[0]`
  7. Yesterday
  8. Hi 👋 What you need is to manage the deck in the server side as the only truth deck. Update server deck data on each player action (send player action to server) and update each player with server results (send all players the new deck). I hope this helps...
  9. Hello, in your example I guess you need to use setInteractive() before using .on('pointerdown'... About your question there are different ways you can do: Try passing it as arg to the function function makeInteractive(btn) { //use btn here... } and callit like makeInteractive(this.textBtnConnect) Or you can use arrow function and use it with 'this' const makeInteractive = () => { // use this.textBtnConnect here }
  10. Turns out, they were It actually was deceivingly simple. The PIXI code from my previous message works, but the parameter fontFileXML, which represents the fnt descriptor, has to be created as an XMLDocument (document.implementation.createDocument (namespaceURI, qualifiedName, docTypeObj)) and for fontPNGBase64String, instead of encoded PNG, just extract the canvas drawing as PIXI.Texture. BitmapFont will know how to interpret that as your custom font.
  11. Hi! Can someone link tutorials and example on how to use emitters in Phaser 3? expecially, i would like to have information about how to handle the old Phaser.Signal() end dispatch() in Phaser 3 Thanks
  12. We were awarded with the grant from the Grant for the Web program to explore Web Monetization in games. As part of that we will be building Web Monetized games, writing documentation on the process, hosting Web Monetization category in js13kGames 2020 competition, conducting Gamedev.js Survey, and writing Phaser ebook. Happy to discuss ideas and share experiences with anyone's interested!
  13. There are some news from the Firefox team about securing the Gamepad API in their browser in the coming months:
  14. I see the confusion. Sound.from isn't exactly analogous to Texture.from. Sound.from API only handles remote URLs. If you want to play a sound that's already been loaded to this:'explosionSound') Here's the documentation: Keep in mind that pixiSound.default is the same as PIXI.sound in the docs.
  15. @apocalexxnow quick (untested) suggestion ... try "find": const sound2 = pixiSound.default.Sound.find('explosionSound');
  16. Hi I am trying to preload a sound and then play it, but I'm failing miserably and I don't know what I'm missing. Can you help me? import * as pixiSound from 'pixi-sound' export class Resources { public load() { const pixiLoader = new PIXI.loaders.Loader() pixiLoader.add('explosionSound', './assets/sounds/Explosion.mp3') pixiLoader.on('complete', () => { const sound = pixiSound.default.Sound.from('./assets/sounds/Explosion.mp3') const sound2 = pixiSound.default.Sound.from('explosionSound'); // DOES NOT! // The sound plays, but it's downloaded from the url, it's not the preloaded one // GET 404 Not found error }) pixiLoader.load() Meanwhile, using the Loader in the exact same way to preload Textures for Sprite creation works perfectly. What could I be missing?
  17. Hello. I have a problem. I have a pixi-particle emitter. When I need it to start update it, I add it to game tivker. Move its spawnPos vis gsap. On the end of the tween i want to put back my emitter to its previous position, so i do the following: this.emitter._emitter.emit = false this.emitter._emitter.updateSpawnPos(0, 0) this.emitter._emitter.cleanup()
  18. > I am not even sure if this is supposed to work ... main goal of pixi is webgl rendering, not loading stuff. Auxiliary things, like BitmapText, are supported by people like you, who use them, they werent written by geniuses. You shouldn't be afraid to go into that code at least in devtools debugger.
  19. Hello everyone! This is my first contribution to this forum. Very happy to introduce myself to everyone here, my name is Marco I am GameDistribution's product manager. I am responsible for the managing and implementation of GameDistribution's Platform. Feel free to message me if you have any questions on our product's strategy, roadmap, feature-pipeline. My primary function in the team is fundamentally to keep improving our platform and working on ways to improve our services to our partners. I'm always available to listen to your feedback/questions/thoughts/musings/general chit-chat. Do not hesitate to reach out. We have an exciting (albeit long) road ahead. Linkedin | Twitter | Skype There has and may continue to be a fair weight of heated discussion surrounding our product in the past, with particular focus on GD"s payment process. Behind the scenes over the past few months, our teams have been hard at work in figuring out a way we can optimise our payment flow and to get it to a place where it can be at the shortest window possible. So I am very happy to announce that as of yesterday, we have reduced this payment window to 30 days. Partner payments is something we take very seriously within the team. Over the past 12 months are commitments to this are paying off, as we continue to work on the right platform adjustments off this community's feedback. This represent's an important milestone for us and the first of many planned ahead, with product preparations well underway to ensure that new features are being built to ensure your games are efficiently reaching the players who matter to you most, at scale. We will have much more to share to you over the coming months. Please continue giving us your candid feedback, and if you have any questions/product observations to share, feel free to contact me. All the best, Marco Frisina
  20. This is another approach I tried to explore using PIXI: public installFont(fontFileXML, fontPNGBase64String) { PIXI.BitmapFont.install(fontFileXML, fontPNGBase64String); PIXI.BitmapFont.from("custom", { fontFamily: "custom", fontSize: 70, }); const title = new PIXI.BitmapText("This is the title", { fontName: "TitleFont" }); } From the official documentation, seems like I can do something like that, using an xml string as input data and some texture. However, the engine cannot autodetect the format. I am not even sure if this is supposed to work for my particular case.
  21. Yes, it was css, assigned to a variable and written with backtick, created dynamically inside a method and it worked for some woff font from the internet. I wasn't very specific in my answer. const nodeStyle = document.createElement('style'); nodeStyle.textContent = ` @font-face { font-family: 'testFont'; src: url(${pngBase64String}) format(png); // not suited for fnt fonts font-weight: normal; font-style: normal; }`; document.head.appendChild(nodeStyle); const nodeParagraph = document.createElement('p');['font-family'] = "testFont"; nodeParagraph.innerHTML = this.inputText; document.getElementById("canvas").appendChild(nodeParagraph); However, I don't think this is suited for loading a font in fnt format, like the one I have. That's why I was counting on Pixi to have this kind of functionality with the posibility to load the font from a base64 string and a descriptor file that will have all the details about letters positions. I currently can load a font from my assets using PIXI.BitmapText, but I wanted to load a dynamically created font.
  22. the code you show me seem `CSS`, and not supports variables. Try use `LESS` instead if you need implement variable in CSS. for font face it should look like this for css. @font-face { font-family: 'Roboto'; font-style: italic; font-weight: 100; src: local('Roboto Thin Italic'), local('Roboto-ThinItalic'), url('./res/fonts/roboto/roboto-v20-latin-100italic.woff2') format('woff2'), /* Chrome 26+, Opera 23+, Firefox 39+ */ url('./res/fonts/roboto/roboto-v20-latin-100italic.woff') format('woff'); /* Chrome 6+, Firefox 3.6+, IE 9+, Safari 5.1+ */ } @font-face { font-family: 'Roboto'; font-style: normal; font-weight: 400; src: local('Roboto'), local('Roboto-Regular'), url('./res/fonts/roboto/roboto-v20-latin-regular.woff2') format('woff2'), /* Chrome 26+, Opera 23+, Firefox 39+ */ url('./res/fonts/roboto/roboto-v20-latin-regular.woff') format('woff'); /* Chrome 6+, Firefox 3.6+, IE 9+, Safari 5.1+ */ }
  23. We moved typescript, so all links have to be to "ts" files and not "js" Works for me : did you removv extra line break in the beginning? That's exactly why I put it in wiki.
  24. Last week
  26. I'm trying to create an online multiplayer card game. Since I'm a newbie I've been working offline using and Phaser 3, but I'm struggling to figure out how to deal from the same deck of cards to each player. How do you manage a deck so that each player draws from the same one instead of creating a new one each time?
  27. Thanks for the suggestion! I have tried the approach with @font-face (I'm not sure if I need to install some package to access FontFace, Angular doesn't recognize the class). I set the style as follows: @font-face { font-family: 'testFont'; src: url(${pngBase64}) format(png); font-weight: normal; font-style: normal; }`; However, it doesn't work and I am not really sure if it's supposed to work, since a bitmap has also a descriptor file, not only the png image and I didn't find anywhere the way to load that in font-face.
  28. nope, someone rewrote demo by the link, we dont have auth system there. Here you go:
  1. Load more activity