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  1. Past hour
  2. It is v4 or v5? 1. Remove all cacheAsBitmap 2. look at one frame in Count DC's, framebuffer changes, other stuff.
  3. thanks. so now I another a question. i want add event for just red area . can do it????
  4. Today
  5. I'm putting all the tiles & ports to the same container then using `cacheAsBitmap = true` on the container but the resolution goes south why is that? How can I fix it? Before resolution: After resolution:
  6. Hi, is it possible to create a bit complex game (with any of frameworks pixi, phaser, babylon etc) like Darkest Dungeon, Dead Cells , UnEpic or Moonlighter and what would the limitations be? Or it's better to start with a specific game engine?
  7. Also I'm using PIXI.Text for most texts. Each time I use it, it creates a different canvas. Is this a good practice? When the views are removed are the canvas removed as well or are they still kept in the memory? If they are kept in the memory how can I remove the canvases from the memory?
  8. Yesterday
  9. Also is sprite blending the correct name for this technique?
  10. Does anybody have any suggestions on how I can get this effect using PixiJS? I'm new to PixiJS and game development in general so any suggestion would be great. How I think it works is that the water sprite is rendered on a higher layer and has its edges transparent. The only thing that doesn't work when I think about it this way is that the cells overlap eachother which doesn't make sense if each cell is in a grid at a fixed size. Hope somebody can help demystify how I can accomplish this in PixiJS. Thanks
  11. @ivan.popelyshev thank you for your quick reply! I just want to make sure I get this right, suppose I have a 20x10 tiles screen, what you suggest is to draw let's say 30x20 around the camera, and when the camera goes out of the 30x20 drawn area, I clear the CompositeTileLayer and addFrame the new 30x20 tiles around the camera. So essentially it isn't automatic.
  12. Greetings, New free texture images ready on these pages: TXR – Abstract TXR – Abstract - Cartoon TXR – Bark - Seamless Don’t forget to check out my 2000+ music and sound effects tracks, too. Have a great weekend!
  13. Hey all, I am looking for developers who want to create hyper casual games in javascript and deploy them on our platform, Koji. Koji is a platform that lets non-coders "remix" games and apps to customize game assets, styles, and basic mechanics. We are excited to work with developers to grow our catalogue of games and let ordinary people remix them into new games that are hilarious, shocking, silly, fun, or all of the above! Remixes allow casual players on our platform to turn this into this. Try remixing some of the games on to get an idea of how it works! If you create a new, remixable game template that meets our specifications, we will pay you $500 USD per game. There is no limit on the number of games you can create for us, but additional games must be meaningfully distinct from each other in order to qualify for additional payment. To give you an idea of the quality and type of games that are currently being accepted, take a look below: If this sounds interesting to you, please email me at about yourself and ideas about the specific games you would like to create. Thanks!
  14. И тебе же на русском писать можно?
  15. or this game.
  16. Thanks for the answer, I'm not a programmer, but an animator, but I check our game through spector js, and I see a large number of drawCalls. I think that it is clearly implemented here that the tone is correct. The developers respond to this that the number of drawCall does not matter. Can you check on spector JS this game? and say what wrong? 174 drawCalls I think they dont know how to do right.
  17. If you want to be calm, you can just use (don't use with gstatjs at the same time!) and look at webgl commands that pixi generates in one frame.
  18. In general, app performance is the art of balancing stuff. It doesn't matter whether you have 10 or100 drawcalls if you draw all the pixels on retina screen 10 times Pixi renders elements in their order in the tree. If it draws several sprites with same blendMode, and maybe same baseTexture (or several, shader is multi-textured), it draws them in one drawcall. So, different blendMode breaks batch for sure. To count number of drawcalls you can override "" or just use existing plugin for it: If you use at least one sprite with additive blendMode - your app is ruined. Its a joke. 1 drawcall doesn't matter. Just keep the number below 50 for mobile and below 200 for PC and you'll be OK. I see that you only have one water sprite, and I doubt you use it many times on scene - so its not important at all. There's a trick that allows to batch normals and additives together but I don't have an example for it right now. Its very easy if you know how exactly blending works. As for sequences the common problems is memory. Size of files is not important - size of images is. Every pixels costs 4 bytes in common memory when image is decoded and when its uploaded it costs 4 more. Also uploading induces the lag first time its drawn, you have to use PREPARE plugin (packaged with pixi) or manually "renderer.texture.bind()" all your baseTextures before you start the game scene.
  19. It split into Phaser CE 4 years ago. 2.13.3 is the latest version of CE. No, they're not very different.
  20. Hey. I would like to know about drawCalls and their optimization. For example, there is an atlas, one of the pictures with additive blending mode. - Can we do it all in 1 drawCall. (If possible, explain why it is impossible and how it would be possible). The second question, is the developer Yggdrasil in his games uses sequence, an atlas filled with sequences. My developers said that the sequence in Pixi js is bad, and it is better not to use them because of optimization. But Yggdrasil normally uses them and is not afraid of it. Do they use webgl instances? with vertex shader? Can you tell me?
  21. Any game, there are only some limitations, such as excessive violence in the games, publishing bought kits without any added value, etc Published games have to be made for playing by players, not for other reasons such as redirecting players to other websites through misleading links, however, outgoing links are enabled For more reasons, every game requires an approval from our side. If we decide to do not publish it, the developer is informed about the reason why we decided to not publish his game. We can reject e.g. bad games or copyhats of other already published games.
  22. Maintain a window around the camera, that is drawn. When camera touches that window - move it and refill everything with elements that intersect that wnidow. I have that algo in a tutorial: , however you have to delete all other things from it
  23. Right now i have a 30x30 tiles layer with pixi-tilemap, and I simply use tiles.pivot.set(camerax, cameray) to move around (it works well). With sprites, I know I have to manually set renderable = true/false for sprites that are in/out of the screen, to reduce the renderer's workload. However, with pixi-tilemap, I am not sure whether I should redraw the tiles depending on where the camera is. My question is: Suppose I have a 3000x3000 tiles map, and my screen only shows 20x10 at any given moment, should I render the 3000x3000 tiles before the game begins and use tiles.pivot.set(camerax, cameray), OR should I only addFrame 20x10 tiles, then clear and addFrame again if camerax/cameray changes? The structure of pixi-tilemap gives me the impression that it is all automated depending on what is seen on the screen but I could be very wrong. In Alan01252's tutorial, the clear function is nowhere used, which makes me think that one can addFrame as many times as one needs, but it seems very sketch after I read the source code a bit more...
  24. Ok I have found a solution. There is a SCALE_MODES in pixi-tilemap.js source which is set to linear, and I set it to nearest to get the desired result. I also looked at the code (a bit), and compositeTileRectLayer is simply a few TileRectLayer, and each texture should be a tilemap, instead of a single tile. @ivan.popelyshev Thank you for your quick reply! I was writing my answer before you quickly replied! I will leave my own explanation if someone else has the same problem as me in the future! Also I think there might be an error in the TileRectLayer class where textureIndex = points[i + 8], where I think it should be i + 9. RectTileLayer.prototype.renderCanvasCore = function (renderer) { if (this.textures.length === 0) return; var points = this.pointsBuf; renderer.context.fillStyle = '#000000'; for (var i = 0, n = points.length; i < n; i += pixi_tilemap.POINT_STRUCT_SIZE) { var x1 = points[i], y1 = points[i + 1]; var x2 = points[i + 2], y2 = points[i + 3]; var w = points[i + 4]; var h = points[i + 5]; var rotate = points[i + 6]; x1 += points[i + 7] * renderer.plugins.tilemap.tileAnim[0]; y1 += points[i + 8] * renderer.plugins.tilemap.tileAnim[1]; var textureIndex = points[i + 8]; if (textureIndex >= 0) { renderer.context.drawImage(this.textures[textureIndex].baseTexture.source, x1, y1, w, h, x2, y2, w, h); } else { renderer.context.globalAlpha = 0.5; renderer.context.fillRect(x2, y2, w, h); renderer.context.globalAlpha = 1; } } }; I have another question but I will ask in another thread to make it easier for people to google.
  25. First, in terms of WebGL - that's not AA, that's texture filtering. pixi-tilemap was for RMMV and has a few architectural quirks because of it. GraphicLayer was made to make shadows , but then I deprecated it because extra "if" in tile shader was enough. Composite is just an array of layers , and because of each layer handlers only a certain number of BaseTexture's, you might need several of them if you exceed that limit - though ordering of tiles in that case will depend on textures. Where to set ScaleMode depends on your global tilemap settings. In v4 I used multiple renderTexture's and merged several textures into them - that setting is in constant: In v5 by default it uses original texture, and you have to specify scaleMode in your atlas (baseTexture)
  26. Hi! I am currently trying out pixi-tilemap. All works well except that CompositeRectTileLayer is making everything blurry when I had set the SCALE.MODE to NEAREST (my sprites are not blurry, only the tile layer). I then foolishly tried RectTileLayer and it isn't antialiasing (great!), but I cannot get addFrame to actually insert the right texture. My first question is, what is the difference between CompositeRectTileLayer and RectTileLayer? And what about the rest of the classes like GraphicLayer? There is no documentation anywhere on the web on in the src folder. My second question is, how to disable antialiasing in CompositeRectTileLayer? (or alternatively, why RectTileLayer only accepts 1 texture) I am using the pixi.js v4 version of pixi-tilemap. I have included the way I am currently adding textures to both layer: var tiles = new PIXI.tilemap.CompositeRectTileLayer(0, [texture1, texture2], true); this.tiles.addFrame(0, x1, y1); this.tiles.addFrame(1, x2, y2); //this works for CompositeRectTileLayer, but doesn't work for RectTileLayer... //RectTileLayer displays texture1 on both x1,y1 x2,y2 I have attached the CompositeRectTileLayer vs RectTileLayer effect.
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