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  1. 4 points
    Hey. Some info from us. Please note this is an info for a full catalog of our games (88 titles in total, 5 new games added in 2019). Browser Html5 games - we (team of 5) make a living out of it. Some licenses, some b2b deals, some ads. Facebook Instant Games - was super nice in 2018. In 2019 our reveue from games (old and new) is rather small. Still makes a little sense to publish new games there. Mobile games - zero. null. nada. Not a single dollar.
  2. 2 points
    @Danidre as far as he accepts to iframe your game (and its source code is uglyfied and minified).. but I think you would be better off if you're selling non-exclusive licenses of your game. That would be more profitable to you. If you prefer to earn revenue share from ads, its better to you to distribute your game through the big distribution networks, because they potentially will put your game in many portals. But bear in mind that: 1 - selling non-exclusive licenses is better for you as well as to whole game developers community because it will keep the price of games at a healthy level (I'm considering you wouldn't sell your game for very low price. It would lower median prices of the games). 2 - revenue share is a way of devaluate the game development market. Why will someone pay say $500 for a game if he/she can have thousands of games literally for free? For free? Yes, for free. Ads revenue will be paid only if your game was played and generated enough money to split you may earn something. Otherwise, you loose money. Why should you take the risk? You did what was your role: developed the game. You already invested time and money making it and also took your share of risk. Which risk? The risk no one wanted to buy it so you would have to start from zero to develop a new game on your own expenses. Those who liked your game should invest the money by licensing it and take the risk themselves. If the game were a flop or a success, is the risk portals have to take. 3 - No one can assure you that your game will have millions of game plays. No one. Neither distribution networks nor single site owners. If someone assure it to you, he/she is lying to you. 4 - Even if your game make little money with revenue ads it doesn't mean you will receive it. The revenue share deals always have NET30, NET60, NET90 and a minimum payout. Even though there are cases that late payments happen. Think about it: if someone was sure he/she would make a lot of money from your game, why would they share it with you? Does he / she have a charitable soul? Who makes the money with revenue share? Distribution networks make the most money. In second place, portal owners (portal owners may not earn anything but they also don't loose a cent). Are they wrong? No, they're not. They're making a living. We, game developers, are wrong by accepting practices that devaluate us. I'm seeing HTML5 game developers doing the same mistakes Flash game developers made in the past. In the finals years of Flash it was too hard to make money with games because Flash developers themselves devaluated their market. At the end, it's in your hands to decide what's better for you. Regards.
  3. 1 point
    Slaus

    Loader: reload failed resources

    Hello. My game loads many resources (100+); on specific PC occasional weird error happens: net::ERR_CONNECTION_RESET 200 OK for several files so loading abrupts. I failed to google what that error even means and every time it happens to different files and in 1 in 20 times game loads successfully. Errors I dealt with previously was 404 (Not Found) which was caused both by absent network or absent files, so I was just reloading the whole page hoping for network connection to recover. Anyway, error is an error, so failed files need to be recovered somehow, but I don't know how to do it yet. How can I know what files failed to load? Prints: Error: Failed to load element using: IMG Is there a way to know which file failed to load? How can I add failed file back to the loading bundle continuing the ongoing loading process? If sub-resource failed to load (for example, .png file of .json spritesheet) should I re-queue that sub-resource or it's parent? Thanks in advance.
  4. 1 point
    Slaus

    Loader: reload failed resources

    Thank for your answer, Ivan. I've got an answer from Engler about OnError being called with the error, the loader, and the resource that failed. http://englercj.github.io/resource-loader/classes/loader.html#onerrorsignal Got too used to error handlers being called with single error objects, so didn't look for docs, sorry my bad. Since I didn't know how to catch what files failed to load, so I just reset the loader and reload all the resources again relying on browser cache to handle repeats and it magically worked well. Thanks for your help.
  5. 1 point
    I saw some cool smoke filter on a tutorial site but it was really old (like Pixi 2.0). I managed to get it to work on v4 but I don't know how to goto v5... https://jsbin.com/mabapatetu/1/edit Can anyone help me?
  6. 1 point
    Tiggs

    Typescript, ES6 and treeshaking

    Hi all, I'm currently building a game with Pixi in Typescript. I'd like to use the ES6 modules, as I'm under the impression that by doing so, I should be able to treeshake any unused PIXI code out of the final build / load it in chunks on demand. So -- do we have a set of Typescript definitions for each Pixi ES6 module, something like: declare module '@pixi/app' { class Application ... } -- or am I just doing it wrong, and treeshaking already works with import * as PIXI from 'pixi.js'? Quick caveat: I'm new to both Pixi and Typescript, but wildly experienced at misunderstanding and breaking stuff.
  7. 1 point
    ivan.popelyshev

    Typescript, ES6 and treeshaking

    Good. The weight reducing of PixiJS might be important for playable ads, but usually people use it with pixi-spine and its also big. JS files are usually gzipped before sent , so its not that bad My personal opinion on why should we allow to make custom builds of pixijs is that our library if often used as a component of custom game engines. I want to give people as much control as possible. "i made X because Y was too big and contained things i didnt need" - that's what I'm afraid of.
  8. 1 point
    8Observer8

    Typescript, ES6 and treeshaking

    If you use Pixi with TypeScript maybe my information will be useful for you in the future when you compile to AMD modules. I had a problem with import in TypeScript when I compiled using "module": "AMD". I had the error when I compiled like this: "cannot find pixi.js module". Because "." (dot) int the name does not allow to compile to AMD modules. I solved this problem very easy. I just: renamed the folder "node_modules/pixi.js" to "node_modules/pixijs" replaced in the file "pixi.js.d.ts" this code: declare module "pixi.js" { export = PIXI; } to this: declare module "pixijs" { export = PIXI; } My example with instruction: https://github.com/8Observer8/getting-started-with-pixijs-and-typescript Playground: https://next.plnkr.co/edit/2dkQtKRY30nvoYmF?preview I hope it will help you.
  9. 1 point
    Hi, I'm using Pixi, Spine and https://github.com/pixijs/pixi-spine. I've been reading through the code but can't see a way to attach a Spine sprite to another Spine sprite's bone/slot. Is this possible? I have been able to swap out an attachment for another Texture, but not another sprite. The use case is that we'd like our player sprite (a Spine sprite) to be able to hold weapons which are another Spine sprite, where the weapon can be swapped in and out. This seems like it would be a fairly common use-case, so I feel like I'm just missing how to do it. If it's not possible, are there other ways people have done this in the past with Spine? Thanks for any help anybody can offer.
  10. 1 point
    That was true many years ago, but not any longer. Standart HTML5 output from Unity is effectively a WebAssembly blob that runs in all modern browsers, and it's possible to hook it into other Javascript (in or out) quickly enough. It has it's advantages and drawbacks. The new tooling, aka Tiny, is using ECS approaches to modularise things to an atomic level - and is very smart if you are impressed by such things. But the takeaway is there's really no current reason to think that the output from Unity can't be as efficient (or more so) as something like Phaser given some of the techniques it now employs. It's just that most developers aren't especially efficient in using the tools available As for the other points I think there's big risk in explaining "all the ways to make money" because most will result in high hopes, reality crunch, and loss. Why? Because it's easier than ever to make a game, so it's harder than ever to make a dollar from that game. Instead move creative thinking to value generation: find a problem, fix it, get paid, repeat.
  11. 1 point
    Trailer Click here to play Delhanro for free in your browser Check out the Delhanro gameplay videos! Screenshots
  12. 1 point
    I'm looking to generate a basic grid using a shader, and I've came across this Codepen which fits what I'm looking for. Only issue is: it's using Pixi v3, I've been looking into the documentation to port this code to work for a v5 filter, with no success so far. I'm still in the process of learning about shaders and filters, and the original code is already 2 versions outdated. Any help would be greatly appreciated. Cheers!
  13. 1 point
    @Bonomi Got it. Have you read the documentation? https://developers.facebook.com/docs/games/instant-games/guides/play-friends 1- But then, how do we handle the accept request on player B (slave) flow? Once player B enters that context (see the documentation I shared above) it means the challenge is accepted, it is that simple. Then you can handle it on your server side. When player B has played his turn, you could send a custom update: https://developers.facebook.com/docs/games/instant-games/guides/game-update 2- How is player A notified that his friend accepted the challenge and is ready to play? See answer 1. 3- Same questions about when one player is waiting for his opponent to play, I believe I need to use "switchAsync" function but am a bit blurry here as well. Not sure what you mean, but I feel my answer to 1 answers this as well.
  14. 1 point
    ivan.popelyshev

    Need help with shader

    "container.filterArea = renderer.screen" for whatever container has those filters.
  15. 1 point
    You can still render grid tile to canvas, grab the texture from it and update.
  16. 1 point
    Not possible, unless you use the trick from https://github.com/pixijs/pixi-layers/ to render some elements outside of container. That plugin allows to set different rendering parent.
  17. 1 point
    ivan.popelyshev

    Need help with shader

    There are differences between v4 and v5: v5 allows for fullscreen filters to use same size of texture as screen. 4.5.4 doesnt have that and requires extra conversion operation. That operation is mentioned in every filter-related thread on this forum: https://github.com/pixijs/pixi.js/wiki/v4-Creating-filters#filter-area . The most basic usage is VignetteFilter, which is exactly your case. It was here 10 or more times already. Imagine that input texture has power-of-two size, and UV's are actually from 0 to 0.6 or something like that, noty from 0 to 1. In your "limitVision" functionyou have to pass not uv's, but "uv * filterArea.xy / iResolution". iResolution aka dimensions can be calcalated inside "filter.apply". Alternatively: Try update pixi 4.5.4 to latest 4.8. If pixi-tilemap doesn't work - take it here: https://github.com/pixijs/pixi-tilemap/tree/v4.x/dist . 4.8 has fullscreen mode and you wont have problems with coords. Welcome to the forums!
  18. 1 point
    tosuto

    [WIP] Cubicross - puzzle-game

    Hi, I'm working on Cubicross, a puzzle-game where you remove cubes to reveal a hidden shape. (like picross 3d). The game is currently work-in-progress, most of the work on the engine is done, tutorial also, and I'm going to add levels now. You can play it here : http://cubicross.tosuto.studio/ Mobile apps will come later (already tested on android), but you can already play the game on mobile browsers. There's also a level editor, so feel free to create some and to share them with us ! Have fun! How to create a puzzle: First you need to create the shape with the tools provided: add/remove cubes, color palette, .. Second you need to add numbers that will help people solve the puzzle. To do this, click on the "colors" switch at the bottom-left to enter the "numbers" mode. Now you need to click on faces where you want to show the numbers tip. All cubes that can be resolved will be marked green, all empty cubes that can be found will be marked blue, and all cubes that can't be resolved are marked red. The editor uses an algorithm to solve the puzzles, so to be sure your puzzle is solvable, be sure that all cubes are marked green/blue and there are no more red cubes !
  19. 1 point
    8Observer8

    Game server question

    Heroku and OpenShift. I use Heroku. You can connect Heroku and GitHub. Heroku will automatically reload files from GitHub when you push. Read this step-by-step instruction how to deploy on heroku: Getting Started on Heroku with Node.js | Heroku Dev Center Node.js, C++, C#, Java, or even C and Assembler - it does not matter because of network latency. But I like to use TypeScript instead of JavaScript. But Node.js has free hostings and it is more easy to start with socket.io You can use one language on server and client and you can share the same classes with server and client. I use TypeScript on server and on client and share some general code between them. I recommend to start with this article: http://buildnewgames.com/real-time-multiplayer/ You can run and test in two browser windows an example from the article that I upload on heroku: https://battle-world.herokuapp.com/?debug Source Code on GitHub of the example from the article: https://github.com/FuzzYspo0N/realtime-multiplayer-in-html5 This book shows how to write Tic-Tac-Toe and Snake Games with multiplayer using WebSockets and socket.io: Multiplayer Game Development with HTML5 This book is good but it uses WinSock and C++ with SDL2 for graphics but it is useful for general understanding of basic concepts how to compensate of network latency: Multiplayer Game Programming: Architecting Networked Games (Game Design) Or maybe this video is more simple to start: 1- Making Multiplayer HTML5 Game: Setup & Sending Files. NodeJs Tutorial Guide
  20. 1 point
    I'm really new to PIXI.js and programming in general, I want my programs to work well on multiple screen sizes, but it gets annoying to type out width/8 or width/3*2 as coordinate values. This is the only way I ever though pf to do something like this but I'm sure there has to be a more efficient way, i tried making a function to simplify things, but it doesn't help much, i didn't want to use straight up numbers for coordinates, so i made a function that would take a number from 0 to 1000 and turn it into a value for the screen size, (0 being 0 and 1000 being the width or height of the screen) but then 1 on the height setting is not 1 on the width, and I just got more confused, is there an easier way to do this sort of thing?
  21. 1 point
    Horizonicblue

    Casual Game Association gone?

    Are these same people that hosted casual connect? If yes, check this out https://gamedaily.biz/article/423/casual-connect-joins-the-greenlit-content-family
  22. 1 point
    When you pick a distribution network they will provide you their API in order to add ads. You can use as many distribution networks as you wish, but I'd recommend you Gamemonetize and Gamedistribution. Regarding selling non-exclusive licenses, Read all posts in Sponsors and Portals section. It will be very instructive. And after that, if you still have doubts, post them in the forum. Regards.
  23. 1 point
    Ozymandias

    Triple Builder

    Triple Builder is a three-match puzzle game inspired by Triple Town. The goal of the game is to build a building for five minutes and get high marks. When build a building, if you have a same levels on two buildings on the right, left, up and down, you get points by creating a high-level building. play on itch.io: https://ozymandiaz.itch.io/triplebuilder development environment: visual studio code, html5, three.js, typescript, webpack. resources: - Sound: DayAndNight (https://opengameart.org/content/day-night-in-summerset) - Sound: The Essential Retro Video Game Sound Effects Collection (https://opengameart.org/content/512-sound-effects-8-bit-style) - Model: Voxel-Buildings (https://mehrasaur.itch.io/voxel-buildings)
  24. 1 point
    TheBoneJarmer

    [WIP] NUNS with GUNS (NwG)

    What about you learn to deal with feedback instead of calling everyone who has no positive feedback "prickle-y".. We take the effort of looking at your game entirely for free, we even take the effort to provide you with feedback (for free!) to help you improve your game. And what do we get as reward? Being called "prickle-y" because you sir, don't want to hear negative feedback. Well screw you. Is it too much asked to be grateful? :/
  25. 1 point
    ivan.popelyshev

    Enemy hit effect

    Also bookmark wiki , here's one of the pages: https://github.com/pixijs/pixi.js/wiki/v5-Hacks And the best document is the source code, if you are proficient with IDEs (vscode, intellij idea/webstorms), just clone this thing and open in separate window to search classes faster: https://github.com/pixijs/pixi.js . There are many places in PixiJS that are very stupid and easy to hack if you see that you need different behaviour.
  26. 1 point
    I've modified playground example. sprite.rotation = 0; const p = sprite.toLocal(app.renderer.plugins.interaction.mouse.global); sprite.rotation = Math.atan2(p.y, p.x);
  27. 1 point
    palanolho

    [EXAMPLE] PixiJS Slot machine

    Hi everyone, In order to learn a bit more about PixiJS I have developed a simple Slot Machine. The community has helped me fix problems and understand a bit better how things work, so I thought it would be a good thing to share with the community what I did (maybe more people are interested and would like to learn...) I tried to comment as much as I could (or thought it would make sense) not only for me but for anyone reading the code. I'm also outputting some stuff on the web console for reference. You will need a webserver to run this. I'm using Fenix Webserver (https://preview.fenixwebserver.com/) It's free, very basic and fits the purpose. Hope it's useful and you enjoy it. Regards. PixiJS-Slot-Game-Example-small.zip
  28. 1 point
    Yes , i use this kind of stuff only in some special Utility Objects and method. ex: audio, transforms ... Ex: Instead to write all code like this ! const c = new PIXI.Container(); c.name = "master"; c.position.set(x,y); c.setZero(); const a = $audio._sounds.BT_A.play("BT_A00"); a.setVolume(1); a.setSpeed(1); a.Loop(true); I do not know if it is a question of habit or a bad habit, but I find this bottom code much more readable and functional. They all return self. (this) for allow chains., const c = new PIXI.Container().setName("master"); c.position.set(x,y).setZero(); $audio._sounds.BT_A.play("BT_A00").setVolume(1).setSpeed(1).Loop(true);
  29. 1 point
    I use imports because its codesandbox. The same architecture can be achieved with concatenation. I'm not fan of packers, the only thing I can use for imports is parcel, I prefer to just concat files like typescript does it.
  30. 1 point
    Invest time to understand browser devtools. Typescript must know, everything else is not important. As for folders and app structure, here's one of my sandboxes with basic app: https://codesandbox.io/s/app-architecture-3-j0di5 Its basic physics with PixiJS and p2. p2 is built from their repo, not from npm (npm is backwards a bit and author is gone somewhere). The idea is to separate app to components that are referenced from Application and connect them with Runner's (basically, eventEmitter but for one event). Entities also can have components like Pixi component and physics component. If you need multiplayer for it, structure will be different, I'm working on new sandbox for it
  31. 1 point
    ivan.popelyshev

    Filter Buffer

    OK, i edited it a bit and put here: https://github.com/pixijs/pixi.js/wiki/v5-Hacks#shadertoy-buffers
  32. 1 point
    ZebraRoy

    Filter Buffer

    Thanks ivan, the example https://www.pixiplayground.com/#/edit/WHVpFCdiTiTe70dJvahf8 is exactly what i want
  33. 1 point
    ivan.popelyshev

    Filter Buffer

    I'm sorry, I'm not that good with shadertoy. Can you please elaborate? As for pixi filters, you can pass the texture in any uniform. If you want to use previous frame, here is a big hack that didnt make it into a plugin: https://github.com/pixijs/pixi.js/wiki/v5-Hacks#re-use-previous-frame-of-filtered-object And first thing that you have to do is to set filterArea to "app.screen" or "renderer.screen" because you really dont want to have problems with temporary pow2-sized textures, you need full screen first. You can move to temp textures later when your stuff works.
  34. 1 point
    ivan.popelyshev

    Real-time drawing onto mask

    Container with red hands masked by a sprite with gradient texture. There are many other ways to do that, but you need to understand RenderTexture and filter abstractions for it.
  35. 1 point
    plicatibu

    Best Practice HTML5 to EXE

    @8Observer8 I understand that for current standards it is not that big but I think it's still too much. @Balamurugan In case you need to support many platforms, for your next games I'd suggest you develop it using Gideros Mobile or Openfl. These frameworks allow you to export your code to Android, iPhone, Mac, Windows. Linux and HTML5. But you will use Lua when developing in Gideros and Haxe when developing in Openfl. Don't worry. Lua is one of easiest programming languages to learn. Haxe also is a superb language. Also, your games when exported to desktop OSes like Windows will be bettween 5 an 20MB. Regards.
  36. 1 point
    Hi, I'd like to render points with PIXI.DRAW_MODES.POINTS and shaders. But I am not successful in displaying it. A minimul example is shown below.(https://codepen.io/raycast/pen/eYmvRoW) const renderer = new PIXI.autoDetectRenderer(); renderer.view.id = 'pixi-canvas'; document.body.appendChild(renderer.view); const geometry = new PIXI.Geometry() .addAttribute('aVertexPosition', [100, 100, // x, y 100, 200, // x, y 300, 200], // x, y 2) const vertexSrc = ` precision mediump float; attribute vec2 aVertexPosition; uniform mat3 translationMatrix; uniform mat3 projectionMatrix; void main() { gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0); }`; const fragmentSrc = ` precision mediump float; void main() { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); }`; const shader = PIXI.Shader.from(vertexSrc, fragmentSrc, null); const mesh = new PIXI.Mesh(geometry, shader); mesh.drawMode = PIXI.DRAW_MODES.POINTS; // doesn't work // mesh.drawMode = PIXI.DRAW_MODES.TRIANGLES; // works fine const stage = new PIXI.Container(); stage.addChild(mesh); renderer.render(stage); This code in any other PIXI.DRAW_MODE works fine. WebGL Points exsample(https://codepen.io/duhaime/pen/YaRaNX) works too, so I think that the cause of this problem is not my environment. ----- pixi v5.2.0 Windows10 / Chrome79.0.3945.88 ----- I'd really appreciate it if you could give me your advice.
  37. 1 point
    8Observer8

    Best Practice HTML5 to EXE

    @plicatibu I think it is not big for current time and modern computers. Try to create a build using Unreal Engine 4 or Cry Engine 5. UE4's build will have a size at least 600 MB. CryEngine5's build will have a size of more than 4 GB because this engine requires to include whole engine in the final release build. Unit's empty scene requires 70 MB. Correct me if I wrote wrong sizes.
  38. 1 point
    jonforum

    Underline for text in PIXI

    btw , also here a fake way for simple one line text. In case you just need it for link. https://www.pixiplayground.com/#/edit/C4x9zQ0DXbR7RNUtX-YDx Edit: if your interest to perform this on multiLine , It will be easy with use of text metric. PIXI.TextMetrics.measureText(string, style, isWordWrap) Text metric will stock for you all lineWidth and lines inside arrays. Than you will can perform a map on line like the upper demo show you.
  39. 1 point
    Figured it out thank you!
  40. 1 point
    ivan.popelyshev

    Sound loading in Vue-pixi

    Did you look at pixi-sound? https://github.com/pixijs/pixi-sound/ https://pixijs.io/pixi-sound/examples/index.html#section-playing Unfortunately, there are no mentions that it supports VueJS, Angular, React, JQuery or Backbone.
  41. 1 point
    I don't have much experience, I started 1 and a half months ago to get involved in the web videogames market. At the moment I found 3 that tried and give profits, but I have few games myself. -Gamedistribution -Gamemonetize -Gamearter They could be called "alternatives" work the same way I think. Nice to help you, regards
  42. 1 point
    Hi M Yawer, We are adding in-game video ads in our (and partnered of course) unity webgl games, and publish to our network. The ads are setup to appear once every couple of minute, and they are coming with skip button. You can check some examples here, how the ads perform and show directly. Slope game Y8 Moto Loco HD racing game Y8 and others of our newest webgls which can be found here New Unity WebGL Game at Y8, order by date And if you are interested in the partnership, send me a message or reply here and we'll get that going for your game(s)
  43. 1 point
    odiusfly

    25 HTML5 Games - Bundle №1

    Hello, I present you, my collection of 25 awesome games available in 1 bundle. Made in Construct 2 (capx file included). Enjoy the games! - 60% OFF, Get this bundle now!- Buy today for $150 (Original Price: $375) only and save: $225. Live preview: https://odiusfly.com/portfolio/game_bundle1 If you are interested, don't hesitate to contact me: odiusfly [at] hotmail [dot] com Thanks in advance, Kyriakos https://odiusfly.com
  44. 1 point
    TheBoneJarmer

    [WIP] NUNS with GUNS (NwG)

    What about you remove that hideous login-prompt at game.php and let us play the game? No offense but I thought this was quite obvious when you post something in the "Game Showcase" forum. I for one don't mind providing some feedback about the game, but to do so, I need to be able to play the game. 😛
  45. 1 point
    rodrigezer

    How to change background color

    I did it with this line this.cameras.main.backgroundColor.setTo(255,255,255); https://photonstorm.github.io/phaser3-docs/Phaser.Display.Color.html
  46. 1 point
    Hi, guys! I develop HTML5 games and mobile games, in game engine Construct 2 and Construct 3. If you purchase any of my items - you will have full support! You can write to me at https://codecanyon.net/user/gmsdev#contact and i will answer you as soon as possible If you like my games, please rate them in ★★★★★ stars! :shocked: How To Order A Exclusive Game: You can also order a game, just email me - click on the button below We discuss the possible implementation of your game ideas on the engine Construct 2 / Construct 3 We discuss the terms and cost of work. I show demos on my server You pay for the work - we send the source You are the happy owner of a new exclusive game. About Engine: Construct 2 official manual Construct 3 official manual Games List: Games Bundles: 5 games in 1 bundle - 25% Discount 10 games in 1 bundle - 35% Discount 20 games in 1 bundle - 45% Discount 40 games in 1 bundle - 55% Discount 50 games in 1 bundle - 60% Discount
  47. 1 point
    https://orangegames.com/ These guys are super qualificated (and some of them are members on this forum)
  48. 1 point
    What about Phaser.Actions: https://labs.phaser.io/edit.html?src=src\actions\random circle.js
  49. 1 point
    anyway, this smells suspicious. like you're trying to show unlicensed for you game of another dev to earn money from ads - it looks like stealing someome game. if you have licensed game from dev, he should give you version to put on your site without things you don't want to show.