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Showing content with the highest reputation since 11/04/20 in all areas

  1. 3 points
    Hi everyone, today I've released a small library to create a "virtual joystick" for mobile devices. At every move it returns: angle: 0-360 direction: left, top, bottom, right, top_left, top_right, bottom_left or bottom_right power: 0-1 Screenshot: Demo: https://endel.github.io/pixi-virtual-joystick/ Source-code: https://github.com/endel/pixi-virtual-joystick Feedback always welcome! Hope you enjoy it!
  2. 2 points
    b10b

    Rally Car Hero

    Revisiting Group-B inspired World Rally Car Racing we just finished our new racing game "RALLY CAR HERO" - a retro psuedo-3D racing game inspired by the original "SEGA RALLY CHAMPIONSHIP". 5MB of fast-five-minute-fun!. Play for free in your browser (no adverts): https://b10b.com/rallycarhero "Compete across the world as you race in the Rally Car Championship. Dodge opponents, boost around twisting corners, collect coins and upgrade your car for the next race. Are you the Rally Car Hero?" Technical: Like our other indie titles, this game was developed with Haxe + awe6 + CreateJS and designed to run on any device at ~30fps - which can be a challenge when dealing with pseudo-3D (no WebGL here, just lots of sprites!). RALLY CAR HERO is based on our GRAND PRIX HERO / STOCK CAR HERO / SUPERBIKE HERO engine and adds new multiple-environment textures and refinements to the controls (based on previous game feedback). We're always keen to make things better - let us know how it plays for you. Commercial: RALLY CAR HERO is available to license (on a non-exclusive basis) from our website: https://b10b.com Profiting from our games is easy to achieve - by licensing them commercially. We're easy to work with, we provide high quality SDK / API and branding implementations, great support and insights, we look after our partners and provide genuine value for money ... all in exchange for a fair-market license fee (or revenue-share). Get in touch.
  3. 2 points
    b10b

    To late?

    imo ... a well made HTML5 game is in a good position to see a lot of plays (e.g. a few million plays a year). Generally audiences are growing - playing a game in a browser (or embedded within a messenger app) seems less objectionable than it did in years past, and emerging markets seem to crave light-weight experiences. But it's not a mainstream marketplace and turning players into gold is not easy (in-game ads are always going to be low yield). Creatively making games in HTML5 is wonderful because time to publish is zero, barrier to entry is zero. So be cautious of platforms like FB IG etc because they contradict some of those benefits ... weigh up the benefits they claim (discoverability and monetization) vs the hassle (apple developer license, ios device cost, approval rounds, revenue splits, risk of deplatforming, being cloned etc). It's never too late to make games for the fun of it, or to make games that will make someone else happy to play.
  4. 1 point
    Dr Popet

    "Dogs" Hyper casual Game

    Very nice game based on the cute Orisinal flash games.
  5. 1 point
    Nagval333

    "Dogs" Hyper casual Game

    My best is only 538, it's pretty hard to control or I missing the point. There is some sound problem - after the game session restarted the sound loop continue to play together with a new one etc Anyway cute dogs.
  6. 1 point
    charlie_says

    SVG Path Data

    I'm working with SVGs in my project - this works fine, the sprite created from the texture does what I need. But, I also need to do some calculations & further work from the path data in the SVG. I can't see any way of accessing this in the Texture or BaseTexture (although I may have missed it.) If it isn't possible to get the path data from the texture, is it possible to import the SVG file as data and then create the texture from it (leaving me the data to do what I need later) Thanks
  7. 1 point
    Exca

    Raycasting and inverse masking

    You could make a filter that takes the world texture as input and the light mask as input and then just draw the world if light has value at that same position. And otherwise keep value hidden. Something like this: vec4 world = texture(worldTex,uv); float light = texture(lightTex,uv).a; //Using only one channel for light, this could also be light color + alpha for intensity gl_FragColor = mix( vec4(0,0,0,1), world, light);
  8. 1 point
    wont work if texture is already valid
  9. 1 point
    Actually, that's not enough. Either you use promise form: https://www.pixiplayground.com/#/edit/dx4cOOhJ82M9b9P4thJ6o either you use old one: const doStuff = () = > { console.log('loaded'); } if (texture.valid) { doStuff(); } else { texture.on('update', doStuff); } Internally, both are the same. If you open Sprite sources , onTextureUpdate method - that's exactly what will you see there. Even if you are loading this texture first time, it can be ready just after from() method because it can be in browser cache
  10. 1 point
    Ah alright, I get it. I saw the flash when moving to the next level, but I wasn't sure what it meant and didn't even realize that the number of dogs increased. Maybe you can insert a short pause with a message that indicates that the level has changed?
  11. 1 point
    Chandan

    My New Online Gaming Portal

    Hi All, I started a new online gaming portal that is https://www.samugames.com I need suggestion on how can I increase the traffic of my website. Also need opinion on whether the design of my website is good.
  12. 1 point
    Added: https://github.com/pixijs/pixi.js/wiki/v5-Resources#game-inputs
  13. 1 point
    > I've installed pixi.js-legacy Usual problem: tow different versions of pixi, like, pixi.js 5.2 and pixi.js-legacy 5.3.3 . rm -rf node_modules , rm package.lock, npm install Also recommend to use 5.3.4, it has a serious bugfix. Im waiting for bigtimebuddy to release it today
  14. 1 point
    may be a trail to try. stackgl/headless-gl: 🎃 Windowless WebGL for node.js (github.com)
  15. 1 point
    Hi @jonforum I believe using `canvas-prebuilt` actually solved the canvas problem, now it's WebGL that's causing me trouble, to confirm that: I've installed pixi.js-legacy and forced canvas through the forceCanvas option and all my tests passes successfully. I'd however not use the legacy version with canvas. Thanks a lot for your reply and insight!
  16. 1 point
    i remember make some test with jest , if am not wrong you will need create and bind your own Canvas forEach before or something like thats.... it was also hellish with React, need a lot of plugins dependency and strange patching ! beforeEach(() => { const createElement = document.createElement.bind(document); document.createElement = (tagName) => { if (tagName === 'canvas') { return { getContext: () => ({}), measureText: () => ({}) }; } return createElement(tagName); }; }); reactjs - How to add <canvas> support to my tests in Jest? - Stack Overflow Good luck is not so easy to make good test ! it takes a lot of time and there are a lot of complications I find. I abandoned tests for PIXI, but I remain curious for easily possible solutions!
  17. 1 point
    Hi all, I am building some slot game reels and wondered if I might get an opinion on which of the following approached would be the fastest to render... Let's say we have 8 different symbol graphics in 2 states, blurred for when the reels are spinning and not blurred for when they land - ie 16 textures. Then lets say I have 5 reels with 3 symbols each, plus another at the top and bottom of each reel that 'peeks' through, for a total of 25 required reel symbols. The way the code is at the moment is that we create an object pool of 25 AnimatedSprite each with 16 frames and then animate these down on an update loop, so that as one drops off the bottom it gets re-added to the top and we gotoAndStop on the frame of the new symbol image we want to use. I just wondered if this was efficient, and whether it might be more efficient to use 25 Sprites and just set the texture from an array pf pre-created Texture items instead - or maybe there's not much difference at all? Getting a beautiful smooth action is the most important outcome, so any other suggestions also welcome! Thanks
  18. 1 point
    OK, gonna help you in dayr or two I'll try to fix it in your example
  19. 1 point
    anyway, i invited you to pixijs slack , look at your email. Join #shaders and #show-and-tell
  20. 1 point
    I dont see a problem here its the usual usage
  21. 1 point
    it changes transform of container to IDENTITY, temporarily. There are several ways to fix that: 1. just put it in another container 2. Bypass extract , do part of job for it: a) take `container.getBounds()` b) create renderTexture of that size, c) call `renderer.render` with transform that is moved on offset of those bounds and skipTransform flag , thus you'll have image in your renderTexture d) call extract of that renderTexture e) destroy renderTexture
  22. 1 point
    The PIXI shaman spoke, we listen. 🙌 It works!! Thanks Ivan!
  23. 1 point
    translationMatrix * aVertexPosition is pixel position. (0,0) left-top, (width,height) right-bottom. You have to divide it by canvasDimensions to get normalized coords for full-screen renderTexture.
  24. 1 point
    end3r

    Discoverability & Monetization

    Installable PWAs was a big step forward, this sounds like something useful as well. I'm so missing the Firefox Marketplace times for packaged and hosted web apps.
  25. 1 point
    yes, that's right. If you dont need the main feature "sorting elements to layers automatically", you can just take buffering code. Its handy to use it with filters/meshes like i did in https://codesandbox.io/s/tender-franklin-iycmu
  26. 1 point
    Oh, thanks Ivan! I could steal some code from pixi-layers. we just need the getRenderTexture method : I Need : - LayerTextureCache (without double buffer support) - LayerTextureCache handling in our own PIXI.Container subclass - especially in render method I didn't miss anything?
  27. 1 point
    probably 1. Filters use temp renderTextures to process stuff. Also that kind of setup is easy to make using pixi-layers: https://pixijs.io/examples/#/plugin-layers/lighting.js , it has special "layer.getRenderTexture()" feature. just swap your container for layer(no need to set parentLayer yet), and use it.
  28. 1 point
    Exca

    Rotate with mouse wheel

    Just listen for wheel event on the window/document/element https://developer.mozilla.org/en-US/docs/Web/API/Element/wheel_event
  29. 1 point
    peterje

    Resizing Sprites "Losslessly"

    Bump @ivan.popelyshevI dont really need a demo if you are too busy but if you know of a public codebase that uses this technique I would appreciate it!
  30. 1 point
    msanatan

    Hyper Match - a casual game

    Thanks for the feedback, it's greatly appreciated! I got a couple of things to fix, so I'll double check that logic and be sure it speeds up every 15 points or so
  31. 1 point
    msanatan

    Hyper Match - a casual game

    https://msanatan.itch.io/hyper-match I like participating in game jams whenever I could. Luckily, I had time for Devtober! I've been doing lots of Phaser work recently, so I figured a chilled casual game would be a nice project to keep me going. Even with this simple mobile game, I still learned a lot in the process! What's your highest score?
  32. 1 point
    Yes, there's https://github.com/jnsmalm/pixi3d for that
  33. 1 point
    ivan.popelyshev

    Rotate with mouse wheel

    pixi doesnt have special events for mouse wheel, its up to you to register them
  34. 1 point
    charlie_says

    Blurry objects on scaling

    Hi @ivan.popelyshev I made a quick pen for this and (probably no surprise to you) this worked exactly as expected... I'll need to look at what's going on in my set up, although there's nothing very complicated just a few nested containers. edit ----- I've now got this working correctly in my project - but some of my tests still display the blurry version, I need to investigate what the difference is.
  35. 1 point
    transform affects only local coord matrix. the resulting worldTransform is "parent.transform.worldTransform * this.transform.localTransform". There's no way to do your thing in vanilla pixijs. However, you can hack the transform like i do here: https://github.com/pixijs/pixi-projection/blob/master/src/base/LinearProjection.ts#L2 just set "transform.updateTransform = transformHack", where transformHack is your own update function based on https://github.com/pixijs/pixi.js/blob/dev/packages/math/src/Transform.ts#L227 Alternatively, you can scale before rotation is applied by combining two containers: one for scale outside, one for rotation inside.
  36. 1 point
    I have a PIXI.Container object that I need to scale straight up-and-down, by the Y axis of the camera. The object itself is rotated, so I don't want to scale by local co-ordinates. This will scale the object by local co-ordinates: container.scale.y = scaleFactor; How do I scale it by global coords by this scale factor? I'm assuming I can use `container.worldTransform` somehow, but I don't understand how to use this.
  37. 1 point
    benediktloeffler

    Hyper Match - a casual game

    Was fun to play! Although I would have liked it to escalate a little more quickly 😄 After 196 points I gave up because it didn't seem as if it was going to get significantly faster.
  38. 1 point
    The docs show the correct usage parameters to be name, style, options BitmapFont.from("ExampleFont", style, { chars: BitmapFont.NUMERIC }) You have put the chars property with in the style object, when it needs to be in a new object passed in as 3rd parameter.
  39. 1 point
    Thegamer

    Hyper Match - a casual game

    Me also like participating in game jams. I loved it very. So adventurous game.
  40. 1 point
    So much fantastic game. I loved it. So adventurous.
  41. 1 point
    tidoust

    Discoverability & Monetization

    Related to discoverability, I note a recent proposal for a Web Install API that would allow a website to request the installation of another website, enabling the creation of web application stores with "Install" buttons. The proposal was the topic of a breakout session during W3C TPAC end of October. The video of the presentation is available. That proposal is not targeted at games per se, but it may be worth reviewing the proposal in the context of games.
  42. 1 point
    Hello! First post to this community, but certainly not new to HTML 5 game dev. We're looking to hire an H5 game developer to join our team fulltime. Remote or working from our offices in Kelowna, British Columbia Canada or Los Angeles, California. This person will be our first dedicated internal developer working on a large portfolio of very unique game and interactive entertainment applications. This role won’t only be responsible for Oooh’s internal projects, but will also be supporting a large number of external development teams all over the world by providing scalable and modular code that can be used across projects. tl;dr: we're hoping this person can be our in-house H5 expert, and not only produce fun, beautiful 1st party games and experiences, but also help our portfolio of 3rd party studios improve their game quality and production speed as well. Little bit about the company: Oooh is a team of 26 who have built some of the biggest global phenomenons in media and games. We have come together with a moonshot mission to build a smarter and healthier next-gen digital platform focused on younger audiences. And, one that’s way more fun. We are backed by an incredible group of Silicon Valley and Los Angeles-based investors, founders, product and technology leaders and entertainment moguls—all of whom feel personally connected to our purpose. That’s about all we can say here Here's a link to the LI posting: https://www.linkedin.com/jobs/view/2219630689 Of course, let me know if you have questions! Brooke Van Dusen Oooh Dir, Developer Relations
  43. 1 point
    Now that I've fixed the code, I've updated the zip file. When you mask line 724 of Live2DInterfaceMZ.js, the screen you want to display in the background is displayed. If you run it as it is, you will see the girl on a screen with a black background. https://www.dropbox.com/sh/qssuxyoeq54830r/AAD7ekxmQslb_ZTt6yWzRgdHa?dl=0
  44. 1 point
    Loader is async, it waits while browser actually loads the image. What you need is Texture.fromUrl('myImage.png') - it does not wait, creates texture prematurely, with width=1,height=1,valid=false, you can pass it to sprites and they'll be resized later automatically. In this case, just dont use the loader. Alternatively, you can try figure out how to do things asynchronously
  45. 1 point
    We've had a surge of posts to this board showcasing native apps. This is fine so long as they're made in HTML5. So there are now 2 new rules for this board: 1) Your post must include a link to play the game (or a demo of it) on a web site. OR 2) You must include full technical details about how the game was made if you are posting app store links. If you use apps like Construct2 or Game Maker that is absolutely fine. Unity and Unreal Engine 4 are not valid unless you include links to play on a web site. If either of these are missing your post will be deleted
  46. 1 point
    DubMan

    PIXI.Projection Transform problem

    PIXI.Projection problem Hello, I am battling with PIXI.Projection I want to get the Transform of one object and use its world transform to add it to another container with the same dimesions. Basically I want to copy the exact object and pasting it on the other container should then match. So all is fine if I get the worldTransform of one object, and prepend the world transformation of the container, then creating an object by decomposing into a Transform. Stack 1 is the object i am copying from let cont = new PIXI.projection.Container3d(); let cont1 = new PIXI.projection.Container3d(); cont.addChild(cont1); let stack1Obj = new TableGame.Widget.ChipStack({amount:10}); let stack1 =stack1Obj.view; stack1.y -= 200; cont1.addChild(stack1); cont1.scale.set(3); cont1.x = 0; tableCont.addChild(cont); cont.x = 500; cont.y = 800; cont.alpha = 0.5; let m = new PIXI.projection.Matrix3d(); stack1.worldTransform.copyTo(m); let wt = new PIXI.projection.Matrix3d(); tableCont.worldTransform.copyTo(wt); wt = wt.invert(); m.prepend(wt); let m2 = new PIXI.Matrix(); m.copyTo(m2); let t = new PIXI.Transform(); m2.decompose(t); let stack3Obj = new TableGame.Widget.ChipStack({amount: 10}); let stack3 = stack3Obj.view; stack3.setTransform(t.position.x, t.position.y, t.scale.x, t.scale.y, t.rotation, t.skew.x, t.skew.y, t.pivot.x, t.pivot.y); tableCont.addChild(stack3); This code all works above to create a replica of an object and copy it to the table container. The moment I add in a camera with a euler on the x, the above doesn't work anymore. let camera = new PIXI.projection.Camera3d(); camera.setPlanes(800, 10, 10000, false); // true if you want orthographics projection camera.position.set(gameWidth / 2, gameHeight / 2 - 200); camera.euler.x = Sys.MathUtils.degToRad(deg); // Works with this commented out //camera.position3d.z = 0; //camera.y = 220; camera.addChild(tableCont); I know it has do with the current camera not being taking into account with all the previous matrix calculations. Lines up, There are no real docs on PIXI.projection so I'm a bit stuck. With a camera and euler angle I get this: Can anyone help, or knows what else I need to do here.
  47. 1 point
    wincent95

    Pixi.js Showcase

    I built this website that was projected on to a transparent touchscreen for an exhibition at Museum of Science and Technology in Stockholm, Sweden. It might be hard to see in the video but visitors are challenged with a range of ethical questions about technical and medical development at three of these stations. I mainly used Pixi for all the great filters like Pixelate and CRT. It really worked out great! The whole project took 1 month from the first line of code till the premiere. Just when the exhibition launched, the museum closed due to covid-19. Fortunately it’s going to be around for 3-5 years hyperhuman.mp4
  48. 1 point
    In PixiJs V5 this is how to achieve nearest neighbour scale mode: PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST;
  49. 1 point
    scheffgames

    Html5 Tools of Trade

    Here's a list of the tools I use daily for game creation, coding, animation, etc. I hope you'll find some useful info, let's begin. Art and Animation ########################################################################## Photoshop: The daddy and mommy of raster editing. I've tried lots of alternatives over the years but I always came back to it. Even though it's not a specialized tool (creating pixel art for example) I've found that it's quite flexible and it allows you to work on a variety of project types. I USE IT FOR: Text manipulation, logos, etc. GUI creation - shape tools and the alignment tools come quite in handy. Add effects (strokes, shadows, etc) and you're golden. Overall finishing touches. Playing with curves,intensity, blending modes to give my graphics that extra visual boom. ALTERNATIVES: GIMP: Also called the poor's man Photoshop. It's a pretty decent and powerful program and it has many of the features offer by it's more expensive brother Photoshop. I gave it multiple spins over the time and I was disappointed in the GUI arrangement and the overall workflow. Asesprite, Pyxel Edit, Graphics Gale: These are 3 different pixel art creation software packages. I don't do pixel art and I only tried them for a short amount of time but I hear good things about them. ########################################################################## Illustrator: One of the most famous vector editing programs out there and rightly so. First of all it's an Adobe product so you have good integration with other Adobe products (such as Photoshop) and a certain level of quality. Although it's a bit tricky to get into it at first it's really worth it - there's nothing more powerful out there in terms of vector editing (as far as I know) and you can really create some awesome art for your games. ALTERNATIVES: Corel Draw: Altough I am a big fan of PainterX (digital painting at it's best from Corel) I'm not so taken aback with Corel Draw. Obviously you can create artwork in it but I had the sensation that it is more geared towards desktop publishing. It's a good product all in all but you should rather take the time to learn Illustrator - it will be worth your time. Inkscape: This is a free vector editing software and you would probably expect it to be bad in some way. It's really not. Very easy to learn and with an intuitive workflow it allows you to create art simple and fast. True, it lacks the sophistication of Illustrator but it's the perfect choice for a beginner artist - the guy behind game art for programmers uses it extensively so he must know something. ########################################################################## Moho: IMHO the best 2d skeletal animation software out there. The only decent competitor out there is Toon Boom but it lacks in the bone setup area and it's mainly focused on frame by frame animation. Spine it's simple and intuitive but it lacks the power required for more complex setups ( it also lacks vector drawing). It's only drawback is that it can't import properly .psd's and .ai's but it compensates by having it's own (very powerful and sometimes more intuitive than Illustrator) vector drawing tools. Oh, and I mentioned that it also has particles? Motion Blur? Z Depth layer ordering and animation? IK animation? Animation Morphs (like the ones you can find in Maya)?Smart Bones? Animated strokes? 3d capabilites? You get it, I'm hooked. I USE IT FOR: Character and prop creation 2d Animation ALTERNATIVES: Spine: A lightweight 2d skeletal animation program. Intuitive and friendly especially for artists that are new to animation. ToonBoom: This is Moho's main competitor as it has similar complex animation tools. It has a steep learning curve and it offers lots of features in terms of animation. I think it is more geared toward animation movies rather than games but you can definitely create great art and animation in it if you invest in learning it. Adobe Animate:Adobe's 2d animation flagship product. Since it's Adobe you know you'll get tight integration with other products from the Adobe Suit (Photoshop, Illustrator) and a certain standard of quality. One thing I liked about it was the particle creation capability and the large variety of brushes. Although it's a bit weak in the area of rigging and bones (specially compared to Toon Boom or Moho) it is a powerful and complete piece of software so it might be worth your time. ########################################################################## Cinema4D: Altough I've been infatuated with Maya I've come to love this friendly 3d editing software. Why? Because it just works. It works fast, it works good and it's easy to learn even for 3d noobs. I USE IT FOR: 3d Text creation Various object renders ########################################################################## Lightroom:The best photography catalogue out there. I had 50 thousand photos once (paintings pics mostly) and other similar programs died just trying to read them. Not Lightroom. How can a dev might use it? For me it's useful when I gather lots of art inspiration from various websites, games, etc and I can browse and rate them with ease and pleasure. I USE IT FOR: Inspiration Management ########################################################################## SqCheck:A nifty little utility that allows you to preview rendered frames (sequenced) of animation at various speeds. It might not seem as much but it's much easier to focus on the animation final result without all the clutter of a big animation program. I can spot common mistakes quite easily - like having too much static extra frames at the end of an animation (like having a walk cycle and the foot stays just a bit too much at the end of animation). Or I can load it each third or second frame sequence to see how it looks without all that interpolation in between (because smaller spritesheets and snappier animation - Richard Williams said in it's incredibly inspiring animation book - The Animator's survival kit. I USE IT FOR: Animation final touches ########################################################################## Timeline Fx: A particle editor for all your particly needs. Explosions, flames, bubbles, etc. It has the best blend of usability and ease of use. Another particle editor beast that I like it's Particle Illusion - altough you can create the same particle effects with the standard particle properties (particle life, velocity, lifeOverSpeed, etc) it really shines at particle assembly - you can combine multiple particle effects, animate them, create deflectors/blockers/wind, clip them to alpha masks, etc. I USE IT FOR: 2d Particle creation and FUN ########################################################################## Irfan View: An image viewer that can cook, clean and take out your garbage. Well, maybe not but it does have a motherload of options and it supports a large variety of image formats (.psd, .tiff). It even reads .txt for god's sake. My favourite shortcut in Irfan View is Shift + 1. It opens your image in a predefined application - you guessed it, Photoshop. And it's very fast. I USE IT FOR: Image viewing and fast access to Photoshop. ########################################################################## Programming ########################################################################## Sublime Text: "The text editor you'll fall in love with" - says in the website title. Well I did...over the heels. Coming from a C# background I was used to Visual Studio - awesome IDE, ideal for large projects and with lots of little helpful features. Sadly using JS in Visual Studio it's a drag. Intellisense it's basically useless, go to code definition doesn't work well most of the time, starting it takes quite some time. Sublime Text to the rescue. Lightweight, uber customizable, lightning fast, works like a charm with JS. I recommend installing JS Hint for linting and Js prettify to make your code readable. Also learn some general shortcuts for a better workflow. And if you really wanna fly in it learn either Emacs or Vim shortcuts (it has plugins for both). I used Emacs first - a bit too heavy and a carpal tunnel risk. Switched to Vim and after the rather abrupt learning curve I feel much more comfortable. And if you really wanna protect your hands and increase your touch typing speed I'd reccomend switching from Qwerty keyboard layout to Dvorak. ########################################################################## Phaser: Html5 game framework. Why? You probably know why since you're on this forum so you're probably a dev yourself. Easy to learn, quite powerful, good performance. ########################################################################## Other ########################################################################## Sprite Sheet Exporter Photoshop Script: Altough you can create spritesheets directly from many 2d Animation programs I find it it allows for much flexibility to import sequenced frames in Photoshop (using File > Scripts > Load Files into Stack) and doing various refinements -I usually get rid of all transparent pixels with Image > Trim and apply various color corrections - this will be my master animation document. After that I can resize it to fit my needs (can happen multiple times during the life of a project) and export it to a sprite sheet with the Exporter script. ########################################################################## Audacity: Simple yet powerful sound editing software. While I can't create music/sfx by myself I can greatly improve it by mixing it, fading in/out, applying various effects. ########################################################################## AutoHotkey: A nifty little utility for Windows that allows you to remap various shortcuts, exe paths and other commands to custom keyboard bindings. It increases the workflow speed enormously and it makes a working day more pleasant. Imagine double clicking on Photoshop.exe 30 times a day. It might not seem much but if you're in another application you'll have to minimize it and hunt the icon on desktop - it interrupts the creative process and takes a bit of time. It's much easier just to press a combo keyboard shortcut (mine it's Ctrl + R) and there pops Photoshop. Or my current working folder. Or sublime Text. Try it - you'll love it. ########################################################################## Wamp: Web Development Environment. You'll need it to develop Html5 games and it's very easy to install and use. ########################################################################## Sumatra Pdf: For all your pdf reading needs - programming, animation and design books. First it was Acrobat reader and it was good but then it got bloated and sluggish. Then it was Foxit and it was so much faster than Acrobat Reader but then it got bloated and sluggish. Now it's Sumatra and altough it's simple it's very fast and it supports .mobi and .pdf. Let's hope it stays clean. ########################################################################## Various Online Tools ########################################################################## Tiny Png: Incredible png compression with very little quality loss (if any). I even saw 90-95 percent file reduction on my png's - that's going from 1 MegaByte to 50 KiloBytes - pretty impressive) ########################################################################## Trello: Task management and collaboration. I heard good things about it but I think it's better suited for larger projects and I still prefer to keep track using pen and paper. ############################## @Goblet Ed################################## draw.io: "draw.io is completely free online diagram editor built around Google Drive that enables you to create flowcharts, entity relation, mockups and more. Your data is stored only in Google Drive, so no additional third-party to trust with your data (or extra accounts)." It has good object snapping which makes placing and aligning things very pleasant. ########################################################################## I USE IT FOR: Creating screen flowcharts One page designs Level designs (can import your sprites) ############################## @Goblet Ed################################## Coggle.it: Pretty mind-mapping tool. I USE IT FOR: Creating pretty mind maps to organize new information ########################################################################## *************************************************************************************************************************************** Feel free to contribute in comments (link and your personal experience) and I'll try to keep this updated - just tools and utilities please, there are lots of resources lists already. ***************************************************************************************************************************************
  50. 1 point
    This article on the subject may be helpful: http://www.gabrielgambetta.com/fpm2.html