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  3. I have been receiving payments regularly now every month or so. I think you should always wait about 2-3 months, then you will get paid. Hope all is sorted now, fingers crossed.
  4. Payment received. But seriously, every time create a post to get paid?)
  5. Hi everyone! Just to keep this post updated, v4 is going to be available on NPM, the way the platform could be implemented and installed will change lot. We will have a default theme for your to easily start a new project where you will find examples on how to do a lot of stuff. The V4 will also include a lot of new features not available in V3, so here's a small video to show you what you will get from the current branch: As always any feedback will be welcome!
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  17. I want to communicate between normal class to Phaser scene class. How to do that ? Normal Class:- export default class checkConnection { i need to call the scene class ? } Scene class:- import { Scene } from ‘phaser’; class connectionLost extends Scene { constructor() { super({ key: connectionLost }); } /** create */ create() { //Show Popup Contains connection Lost Message. } } export default connectionLost; Lots of them tells can’t call normal class to scene class. please Go to trigger custom Window event. Any-other option there to call. Please share your Knowledge.
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  19. Yes, Rope = bad version of plane. I've made something like that in pixi-heaven plugin, but i didnt move Meshes from v4 yet Congratulations with first post and with success!
  20. How do you like the country of Vanuatu? What can you say about her? I have been there many times because of work. I just fell in love with this island with its beautiful people and landscapes. It got to the point that I persuaded my wife to get second citizenship there. We entrusted paperwork to this company http://vcgarant.com/grazhdanstvo/kariby/vanuatu/ and not in vain, everything was ready in two months.
  21. Thanks, I'll give one of those other font loading libraries a try... Frustrating heisenbugs are the best!
  22. I wonder if text metrics are sometimes being generated before the font has actually finished loading, thus spacing is thrown off when it then generates text with the loaded font. You often need to have used a custom font once in the dom before it'll then work everywhere else. I reckon isn't miles away from what your issue is. Different symptoms to the same underlying issue.
  23. Hey all! I'm using Pixi.js in my edutainment platform, and it rocks. We're about to go live, and in our testing have found an intermittent issue with how text in Pixi.Text elements is rendered. Context: we're using a webfont loaded using Google's webfont.js like so: <script src="https://ajax.googleapis.com/ajax/libs/webfont/1.6.26/webfont.js"></script> <script> WebFont.load({ custom: { families: ['Short Stack'] } }); </script> This produces a synchronous load, and is run before we bootstrap up Pixi and our framework/game. This seems to be working fine; I include it purely for context. The problem is that very seldomly, our Pixi.Text elements render with the text offset vertically by ~5 pixels. When this happens, ALL our text is offset. Doing a hard refresh (ctrl+shift+R on Firefox) resolves the issue, usually. See the attached screenshots for what it looks like when it borks. So! Any ideas what could be causing this issue? I know folks have had issues with load timing in the past, but the webfont is clearly loaded by the time the game renders - the font is correct in both versions. There's zero code changes between the working and offset versions - just a hard refresh. Help?
  24. Please do post updates on your game, and you can PM me if you have something to test
  25. > The game is networked (nengi.js) and sends chunks to the game client as the player nears them (like minecraft more or less, but just 2D). Hello, minecraft modder and creator of gameofbombs.com here canvas2d 1920x1080 @ 60 FPS 2013 year https://www.youtube.com/watch?v=az5S9oQKXIQ > Let's say that the chunks are 8x8 tiles, and each tile is 16x16 pixels (I tested many variants). i usually go for 256x256 per one rendertexture > The chromebook was eventually stable at 8x8 chunks with 3 layers of tiles but anything bigger than that was producing notable hitches while generating the chunk graphics. three layers? oh right, you want characters between them. I used 3 layers in first versions too, then switched to one. > The second experiment was to produce a single mesh per chunk with vertices and uvs for 64 tiles. Yep, pixi-tilemap is good for that. it doesnt have rotations yet but im about to add them this week. It also cares about edges, however that's 1.5x penalty for fragment shader - depended reads (modify uv's inside fragment). Yes, Math.floor can take care of that. > That's all I've tried so far, but I'm pretty satisfied with both the render texture technique and the webgl technique. I'll probably stick to the mesh+webgl version as I'm trying to use webgl more in general. Same conclusion as mine. Extra canvases worked even in canvas2d back then. When I implemented webgl meshes in 2013 they shown same , now I believe meshes are faster but I didnt try instanced attributes yet - that can lower attributes buffer significantly.
  26. Thank you. The Snake game is made using Canvas and the second game (with ball and bricks) is made with SVG.
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