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Showing content with the highest reputation since 04/06/19 in all areas

  1. 4 points
    vornay

    Google GameSnacks

    https://www.gamesnacks.com "Bite-sized HTML5 games, accessible to everyone." https://www.gamasutra.com/view/news/358551/Google_wants_to_bring_HTML5_titles_to_lowend_devices_with_GameSnacks.php "Google has announced a new HTML5 platform called GameSnacks that's designed to help devs bring quick, casual games to any device."
  2. 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.
  3. 3 points
    enpu

    Video plugin

    Play MP4 videos in your games. Download: https://www.panda2.io/plugins/video
  4. 3 points
    Concept Artist for Hire Specialising in Environments and Keyframes I am an experienced concept artist in the Game and Film/TV industry. I specialise in environments, keyframes, architecture, creature design and characters. I am currently looking for long-term freelance projects but happy to do short ones too. Alternatively, I am happy to just do some black and white sketches or some colour grading/storyboarding/etc - just get in touch!I have included my work below and my website, please feel free to email me, message me on ArtStation or on Discord to discuss the project and rates.Website: http://www.elliejcooper.co.uk/ArtStation: https://www.artstation.com/elliejcooperEmail: enquiries@elliejcooper.co.ukDiscord: Ellie#8157Portfolio: (Please look at either my website or ArtStation for more, or for better quality).
  5. 3 points
    Luke@Cocos

    The future of web games

    HTML5 is growing wildly in China as many games were placed on hold during the new regulations last year. More and more developers started to build games using the WeChat environment which we helped build that works off the HTML5 library. So many developers were building and continue to build games for that and now other phone companies like Oppo, Samsung, vivo, Huawei, Xiaomi, and others are building mini app marketplaces that work perfectly with HTML5. With 5G also coming, speeds are at a point in some countries that downloading a game will be as fast as opening a native app. I think we are on the edge of something great. So don't be worried for the future.
  6. 3 points
    https://valhallaepisodes.com/ This is the first game I've ever made and released to the public. Made in Phaser 3, using React for UI elements. Full list of all technologies are available in game. It's an adventure puzzle game adapted from an old Amiga game of the same name; You must guide the Prince through the castle in order to Reach the Lord of Infinity and take your rightful place on the throne. You must think both logically and laterally to complete your objectives. Hi. This is my very first game created, and I'm happy to take any constructive criticism you guys can throw at me
  7. 3 points
    8Observer8

    Javascript Courses!

    I like to learn by practice with writing simple games. Start here: 2D breakout game using pure JavaScript
  8. 3 points
    plicatibu

    Javascript Courses!

    I recommend you give a try here: https://javascript.info
  9. 3 points
    Stephan

    Is Panda 2 Dead?

    Hi all, I just wanted to let you know that Panda is still my primary game engine and I have no plans to abandon Panda. The absence of @enpu is unfortunate but don't forget that Panda is open source so most of the time, it is possible to fix minor issues yourself by having a look in the source code. Currently I have two large commercial projects powered by Panda and it is expected that these project will be running for at least several years. Don't forget that Panda by itself is a great engine and that it has a couple of features that not all other engines currently are supporting. Take hires support and the custom Panda GUI for example, these are just great! I will continue to read this forum on a regular basis. If there are questions that I can answer quickly, you can count on my support. Stephan
  10. 3 points
    dimanux

    Relic Runway

    RELIC RUNWAY Are you ready for crazy adventures? Run as far as you can, collect coins, upgrade useful bonuses, pick up parts of ancient relics, unlock amazing characters, and compete with your friends to be the best relic runner! LINK: https://gemioli.com/relicrunway/ MAIN FEATURES: Beautiful and dangerous Inka Ruins 10 brave heroes to unlock A lot of ancient relics to discover on your way Play with your Facebook friends And it's free for embedding on your website <iframe src="https://gemioli.com/relicrunway/" name="Relic Runway" width="640" height="480" frameborder="0" scrolling="no" allowfullscreen="true"></iframe> Please contact us at contact@gemioli.com if you have any questions, suggestions, etc.
  11. 3 points
    b10b

    Everything to create fb instant game

    I'll have a stab at these as I like to snapshot my view on things periodically ... Yes and yes. Pixi has a very decent power to size ratio and solid compatibility (v4.8 may be wisest in 2019?). For a competent developer capable of spinning their own game structure Pixi is ideal for a lightweight browser game. Coming in at less than 5MB total for your IG is wisest. Red tape aside, it's possible but improbable to make money releasing a single game. Primary monetisation choice with FB IG is in-game ads (which are a low value transaction for a developer and an intrusion to the player). In-game purchases have more value but will require significant retention first. Or consider indirect value generation such as consultancy services, brand building, learning for the next game? FB IG is inherently multiplayer (async). Within the SDK are context (group) leaderboards, notifications, packet sharing (challenges). That being said the vast majority of initial plays will be in solo mode, so a compelling single player experience is necessary for retention. Get creative for the crossover! For more advanced multiplayer use a custom backend. Having some separation / abstraction from the Facebook SDK might be wise in case other markets are a better fit for your game? For Multiplayer specifically? Yes there's a TicTacToe example that covers the basics of a client-server model. My advice is play some of the popular titles, understand what the FB IG audience seem to be attracted to and how other developers are leveraging the SDK to create retention and monetisation - warning, some of it can be ugly. Iterative development is going to be crucial, however you'll likely only be promoted once - so use it wisely, and use each territory to run a split test. Or build several games and apply the learning from one to the next etc. If you haven't built dozens of games already, FB IG probably isn't for you yet? Imo there are better platforms that can help evolve game development skills and player retention mechanics. Instead see FB IG as a specific audience with a specific style of game - developing a game precisely for that might work out very well (FB has a HUGE potential audience after all). Imo Messenger games should be about decorating a conversation, in the same way filters decorate a photo. So quick, contextual, personalised, fun, indisposable. That's not necessarily a standard casual game, so changing some assumptions and expectations may be wise. Just my advice, your mileage might vary!
  12. 3 points
    Greetings everyone! Check out our FREE asset packs at: rottingpixels.itch.io You can also follow us on social media and support us over Patreon! patreon.com/RottingPixels twitter.com/PixelsRotting rotting-pixels.tumblr.com facebook.com/Rotting-Pixels Cheers!
  13. 3 points
    enpu

    bugfix for Panda2 p2 plugin

    Yeah i'm still here! Just been a bit busy lately, but i am working on Panda 2!
  14. 3 points
    Hello, My goal is to update a small part of a texture the fastest way possible with WebGL2, preferably using Pixi.js v5 (RC 3 is out). Am I right that a RenderTexture is going to re-upload the whole texture whenever there is a change? (this would not be good for a big texture, hence why I am looking for another method) I'm a complete noob when it comes to OpenGL, but I've googled a bit and figured that I can use gl.texSubImage2D() to upload just the part of the texture that I need to change. I didn't find a way to get the WebGLTexture object of a PIXI.Texture, so to be able to use that command I did something like this (not the complete code): renderer.addSystem(PIXI.systems.TextureSystem) renderer.TextureSystem.contextChange() // needed to do this loader.load(main) // and could not use gl.texSubImage2D() on tex before the loader called main function main() { let tex = resources['test'].texture let imgData = new Uint8Array(32*32*4) renderer.TextureSystem.bind(tex) renderer.gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 32, 32, gl.RGBA, gl.UNSIGNED_BYTE, imgData) renderer.TextureSystem.unbind(tex) } But I wish that I had the WebGLTexture available so I could avoid messing around with PIXI.systems.TextureSystem, because I don't really know much about it or when and how it should be used. I also want to read the previous data and change it, I figured it can be done with: gl.readPixels(0, 0, 32, 32, gl.RGBA, gl.UNSIGNED_BYTE, imgData) But that needs the frameBuffer to be binded first... Hence I tried to also use the PIXI.systems.FramebufferSystem, lol: renderer.framebufferSystem.bind(fb) //fb = new PIXI.Framebuffer(tex.width, tex.height).addColorTexture(0,tex) gl.readPixels(0, 0, 32, 32, gl.RGBA, gl.UNSIGNED_BYTE, imgData) But it was not that easy, I didn't even find a way to unbind it. But I guess it is not supposed to be used for my little problem...? Maybe there should be some Pixi.js functions to do this? Maybe something similar to this: texture.getPixels(x, y, width, height, ArrayBuffer) texture.setPixels(x, y, width, height, ArrayBuffer) I'm new here btw, this is my first post I don't have much Pixi.js experience yet, but I really like it.
  15. 3 points
    No bans are happening here (yet). @5neia_opo2@google-mail.ooo, try to understand the frustration people are experiencing. A new user came to the forum and in nearly every post they made trashed the project they were asking about. A lot of people here put in a lot of time and effort to not only to develop the project, but answer questions here as well. I was definitely frustrated reading your responses as someone who has put 6+ years of their life into this project. @botmaster did a poor job of handling that situation, but has apologized and I'm sure will do better in the future, as will you as well. Let's all be adults about this, acknowledge we did something wrong, and move on. @5neia_opo2@google-mail.ooo you are free to ask any question you need help with, but I definitely recommend reading through some tutorials, the examples, and checking the API docs before asking questions. It will often lead to you finding the answer yourself, and there will be less fatigue for the people answering here on the forum. I'd also recommend you approach things you don't understand, or decisions you disagree with, with a more open mind. Try to learn and grow the new library, not all libraries are alike and different problem spaces call for different solutions. Having a bad attitude is a good way to earn ill-will in the community and you may no longer get the help you expect if you are ungracious about it. When you find inconsistencies, or things you think should work differently, then change it! Pixi.js is an open source library built by the community. Everyone gets a chance to make the library better by contributing to it. The best way to get problems you have fixed, are to fix them yourself.
  16. 2 points
    Junkybyte

    Pixi.js Showcase

    Ivan, I want to share with you how much I appreciate your work, Pixi is an incredible library, I never wrote anything on the forum but I used it extensively these last months and your suggestions / answers have been a huge help. Thank you for the kind words, I really appreciate, if you ever actually refer it do it with a bit of salt, I'm pretty sure my usage of Pixi can be improved, when I started writing the library I had no prior experience with it and I learned on the road. Nevertheless I'm quite honoured have a lovely day
  17. 2 points
    Buizerd

    Pixi.js Showcase

    Two of my games were made with Pixi.JS. Zapper.io This is a snake style MMO that I released about 2 days ago. It features procedurally generated creatures and uses various filters to visually enhance the creatures. You can find it at http://zapper.io Ninja.io This is a multiplayer shooter with 3 game modes(currently), lots of weapons and many different worlds. This project has been online for a while but I still consider it to be an alpha version. Play at https://ninja.io Ninja.io world editor The world editor for Ninja.io is also made with Pixi.JS. It has lots of features and I've used it to create all the ninja.io worlds. I plan to release a more user friendly version to the ninja.io community at some point. The most challenging thing was to get acceptable performance for Ninja.io. I eventually found a way to efficiently combine mesh triangles in the world editor. Due to limitations of the editor, earlier versions of Ninja.io rendered every mesh triangle as a separate mesh, but this incurred an unacceptable performance hit. There is probably still plenty of room for optimization here but I just haven't really delved into the depths of the Pixi renderer code yet. Thanks a lot for making it publicly available, and I hope to be able to contribute at some point!
  18. 2 points
    Fabletale

    Tiles in Between

    Tiles in Between is a 2D puzzle platformer where you have to rearrange the tiles and make a path to the princess. The game is made in Unity for WebGL, and currently is posted on Kongregate. Play it here: https://www.kongregate.com/games/soetsutakiwasa/tiles-in-between
  19. 2 points
    mapacarta

    [Phaser 3] Rookie Bowman

    Game Link: https://www.kongregate.com/games/mapacarta/rookie-bowman Hi, I published my game on Kongregate yesterday. I hardly get feedbacks on there, so any feedback is appreciated. It is a platformer game with boss fights, collectible items, secret rooms etc...
  20. 2 points
    Hello! There's one small isometry demo: https://pixijs.io/examples/#/plugin-projection/iso-basic.js However that's not how I usually do isometry. Usually I just use Y scaled by 0.5. You even don't need those "x+z" "x-z" coordinates, if you want to make tiles - take whole two-dimensional array and remove "odd" cells. Like, use only "black" cells of chess board. Then the only problem is to detect which tile is under mouse, but then it will be the only place where you have a isometry math. Everything else is just "x=x'; y = y' / 2" I have many things to tell about isometry: how to sort elements, how to make walls on tiles and intersect/sort them too, but I want to sleep. Try to do something, then I'll give you more info. and Welcome to the forums!
  21. 2 points
    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
  22. 2 points
    Here it is, a small System Text plugin with 3 features: 1) typewriter effect 2) strokeColor (border) 3) example how to use gradient colors with systemText in Panda. Please note that I included a custom font in the project to achieve the second and third example. See the demo project for files ans details at: https://github.com/stephanvermeire/systemtextplugin Quick example (typewrite effect not working here because it is a static image): systemtextplugin.js game.module( 'plugin.systemtextplugin' ) .require( 'engine.renderer.text' ) .body(function() { game.SystemText.inject({ /** Enable typewriter-effect @default false **/ typing_effect: false, i: 1, /** StrokeColor of the text. @property {String} color @default #000 **/ strokeColor: '#000', /** Width of the text stroke. @property {Number} color @default 0 **/ lineWidth: 0, _renderCanvas: function(context) { var wt = this._worldTransform; context.globalAlpha = this._worldAlpha; context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * game.scale, (wt.ty + this.size) * game.scale); context.fillStyle = this.color; context.font = this.size * game.scale + 'px ' + this.font; context.textAlign = this.align; context.strokeStyle = this.strokeColor; context.lineWidth = this.lineWidth; if(this.text === undefined) return; var lines; if(this.typing_effect){ lines = String(this.text.substr(0, this.i)).split('\n'); if(this.i <= this.text.length){ this.i++; } }else{ lines = this.text.split('\n'); } for (var i = 0; i<lines.length; i++){ context.fillText(lines[i], 0, (i*this.size) ); if(this.lineWidth){ context.strokeText(lines[i], 0, (i*this.size)); } } } }); }); main.js game.module( 'game.main' ) .require( 'plugin.systemtextplugin' ) .body(function () { game.createScene('Main', { init: function () { //typewriter demo new game.SystemText('Lorem ipsum dolor sit amet,\nconsectetuer adipiscing elit.\nSed posuere interdum sem.', { size: 50, x: 0, y: 0, typing_effect: true, }).addTo(this.stage); //custom font with strokeColor new game.SystemText('Lorem ipsum dolor sit amet,', { font: 'SoSweetHoney', // align: 'left', color: '#2d963b', strokeColor: '#a2e65e', lineWidth: 2, size: 50, x: 0, y: 300, }).addTo(this.stage); //gradient font color const color = game.renderer.context.createLinearGradient(0, 0, game.width, 0); color.addColorStop(0, "#f47c35"); color.addColorStop(1, "#e6e650"); const strokeColor = game.renderer.context.createLinearGradient(0, 0, game.width, 0); strokeColor.addColorStop(0, "#a2e65e"); strokeColor.addColorStop(1, "#3577ca"); let test = new game.SystemText('Lorem ipsum dolor sit amet!', { font: 'SoSweetHoney', lineWidth: 2, size: 50, x: 0, y: 500, }).addTo(this.stage); test.color = color; test.strokeColor = strokeColor; } }); }); index.html <!DOCTYPE html> <html> <head> <meta charset="utf-8"> <title>Panda 2 - SystemText</title> <link rel="stylesheet" href="style.css" media="all" /> <script type="text/javascript" src="src/engine/core.js"></script> <script type="text/javascript" src="src/game/config.js"></script> <script type="text/javascript" src="src/game/main.js"></script> </head> <body> </body> </html> Note that you have to include the fonts directory as well as the style.css file in your project to make the custom font work!
  23. 2 points
    ohmed

    DatTank multiplayer webGL game!

    this one is nice
  24. 2 points
    What's the size of image and what's the size of PNG? if PNG is power-of-two. then you can enable "baseTexture.mipmap=PIXI.MIPMAP_MODES.POW2" before it first renders then in case of big downscale (>2) it'll look better, it'll use those MIPMAP constants in webgl. If its not pow2 (512, 1024, 2048, e.t.c.) there are two ways: 1. make it pow2 - either scale either add more pixels at right-bottom, you can adjust "texture.frame" afterwards. 2. enable mipmap for webgl2 for any sizes: "baseTexture.mipmap = PIXI.MIPMAP_MODES.ON". It works only on webgl2 devices. In general, if you try big downscale in any WebGL renderer you'll have that problem. ThreeJS does resizing automatically. SUMMARY: its one of those things you have to know when you move your app to WebGL. There are others like that, for example: anti-aliasing, blending modes. DEMO: Try it here, comment the respective lines, switch to different modes: https://www.pixiplayground.com/#/edit/qWXxeV7e1KOyWayy6DLu5 . I know that even Google Skia webasm port has problems when you try to downscale "Google.png"
  25. 2 points
    khleug35

    Ropes Game

    @AlienBurn recommend you try both and see which one suits you. For me Panda -Easy to learn, I have three games made with panda. -Very small community. -Panda Editor is not free but it can make you code your game faster(export to web or mobile is easy). -Growth So Slow, Engine has not updated for a long time, I worried that it like impact.js. Phaser -Much tutorial and Demo Example (but it left me quite confused after looking at multiple tutorials and even trying a few test projects.) -Very large community. -if you want to export to mobile and Code obfuscation, You need to learn cordova/phonegap , Webpack etc….it's totally free -Engine keep updated each month, fast-growing. Finally, Both of them are an awesome HTML5 engine.😁
  26. 2 points
    i was made this demo, maybe it will be more revelen with class https://www.pixiplayground.com/#/edit/WqMGLC7M3Fre3boCU1c1b
  27. 2 points
    rje

    Viewing number of draw calls webgl

    https://spector.babylonjs.com/
  28. 2 points
    rich

    Alexa and HTML 5 Games

    Hi @Chelsea - I've also signed-up as it sounds very interesting! We are the developers of Phaser and I'd love to take a look at what would be involved to enable our game engine to work with the Alex platform directly.
  29. 2 points
    PIXIEDUST CATBOX

    Relic Runway

    This is an impressive game, and fun to play. Good job.
  30. 2 points
    jasonsturges

    Change cursor view in PIXI.js

    Since this is the #1 Google Search result for changing Pixi cursor, just noting the URL appears to have updated: https://pixijs.io/examples/#/interaction/custom-mouse-icon.js
  31. 2 points
    mattstyles

    Latest version persists in browser

    Can you check what you have in your package.json to make sure npm is doing what you think it's doing? i.e. making sure it's explicitly setting 5.1.2 After that check the package.json inside pixi.js inside your node_modules folder for the version there. After that you need to make sure your bundler is not mucking around, as you mention a service worker it looks like you're already looking at this. _edit_ ooh, have you checked your package-lock.json file? it could well be the 'caching' issue is in there.
  32. 2 points
    Velith

    SpineBoy Mouse Track

    Hi, It should be something like that : // 0. Listen which Pixi mouse event that you want (here PointerDown) stage.onPointerDown = (pixiEvent) => { // 1. Get the bone/constraint that you want to move using mouse const target = mySpineObject.skeleton.findBone("target"); // 2. Modify it's coordinate with the mouse event of pixi target.data.x = pixiEvent.data.global.x; target.data.y = pixiEvent.data.global.y; } Not test..
  33. 2 points
    Igor Georgiev

    Load all assets in a folder

    How about a script like this: var fs = require("fs"); var list = fs.readdirSync("game/static/assets/audio"); var dynamicAssets = "{\n \"paths\":\n ["; for (var i = 0; i < list.length; i++) { dynamicAssets += "\n \"/assets/audio/" + list[i] + "\","; } dynamicAssets = dynamicAssets.substr(0, dynamicAssets.length - 1) + "\n ]\n}"; fs.open('build/dynamicAssets.json', 'wx', (err, fd) => { if (err) { if (err.code === 'EEXIST') { console.log('dynamicAssets.json already exists'); return; } throw err; } fs.write(fd, dynamicAssets); }); and then you load them like this: let bootLoader = new PIXI.loaders.Loader(); bootLoader.add('dynamicAssets', 'dynamicAssets.json?version=' + version) let dynamicAssetPaths = this.app.bootLoader.resources.dynamicAssets.data.paths; for (let assetIdx=0; assetIdx < dynamicAssetPaths.length; assetIdx++) { let assetPath = dynamicAssetPaths[assetIdx]; let regExp = /([^\/\\&\?]+\.\w{3,4})/g; let assetName = regExp.exec(assetPath)[1]; PIXI.loader.add(assetName, "." + assetPath + "?version=" + version, {loadType:"XHR", xhrType:"blob"}); }
  34. 2 points
    ZYandu

    Pixi.Text v5.1.1 doesn't work

    import myBitmapTextFont from "myFontsFolder/myBitmapTextFont.fnt"; let loader = PIXI.Loader.shared; loader.add([{name: "bitmapTextFont", url: myBitmapTextFont}]) .load(setup); function setup (loader, resources){ let text = new PIXI.BitmapText("abcdefg", { font: "50px Arial", //Arial is the face attribute located inside the .fnt file align: 'center' }); } Here's my quick code example made with a custom .fnt file from bmGlyph. You really need to follow the instructions closely in the instructions link Ivan shared! 🙂 https://www.adammarcwilliams.co.uk/creating-bitmap-text-pixi/
  35. 2 points
    First try ... Double check Chrome is really using WebGL. Spine mesh deformation can be quite intensive for Canvas and could easily account for these FPS variations (if WebGL isn't working).
  36. 2 points
    This is a really tricky question for a generic answer as there are so many variables which _could_ dictate whether your project structure works well or not so well. Personally, I'd take any answers with a pinch of salt i.e. there is no single 'best' structure, like, not at all. Have a think about what the problems you are trying to solve are and how the processes and concepts you employ for organisation are going to solve that problem? To the above question, the answer is usually 'I do not know'. This is fine. With the above in mind it is usually better to follow this sort of process: Start the project. Put stuff anywhere, it does not matter at this stage. Get something working. Keep going. Now you have a working product and you can start to identify what organisational problems you have and think about how to solve them. Until this point you are largely guessing. If you have created several similar projects before your guesses are probably good, if not, then they might not be. It is relatively easy to apply some structure and organisation to a project that doesn't really have one, it can be pretty tricky to change organisational structure (can be, depends on many things again, you certainly should not be afraid to change later on if your current system turns out to be not very efficient). There are some rules of thumb that might help you though: Small files and folders are easier to manage than larger ones i.e. small in scope, not necessarily small in lines of code. Decouple things as much as possible, this makes them easier to work with, and makes organisation easier to change. Tight coupling is a nightmare, avoid at all costs. Uber objects (and, similarly, uber-projects) are hard to manage, this is really the above concern worded differently. Divide and conquer. UI and logic (rendering and smarts) are good things to separate. Avoid logic duplication, if you end up writing similar logic in multiple places, consider generalising and abstracting it. Utility functions can form a huge part of your codebase and is _usually_ a sign of good organisation. MVC is fine for games. As are other methodologies. Go with what you think makes most sense for you (and your team) and the project.
  37. 2 points
    hi, Have you set up the code in Mainscene correctly? It should look something like this: add world this.world = new game.Physics({ gravity: [0, 1], }); //add eventhandler collision this.world.on("beginContact",function(event){ if(typeof event.bodyA.collide !== 'undefined'){ event.bodyA.collide(event.bodyB); } if(typeof event.bodyB.collide !== 'undefined'){ event.bodyB.collide(event.bodyA); } });
  38. 2 points
    cafelatte

    Pixi.Mesh gl_FragColor Alpha Channel

    Hi, I've tried to change the Alpha Channel on gl_FragColor on a Mesh, but it doesn't show a result as I expect. For example, on the pixijs.io example ( https://pixijs.io/examples/#/mesh/triangle-color.js ) void main() { gl_FragColor = vec4(vColor, 1.0); } If we changed the line into void main() { gl_FragColor = vec4(vColor, 0.5); } It doesn't show any difference. Is there any workaround/settings I need to adjust to use the alpha channel correctly? Thanks.
  39. 2 points
    Thank you for your answers! I was thinking about creating a custom tools, but I figure this should be a fairly common issue so there had to be a solution out there I didn't know about that PS to Spine exporter, that looks really promising! I'll take a look at it! Thanks!
  40. 2 points
    Trump's Wall Game started out as a joke but somehow manifested into something that is...still a joke. It's a persistent world with one thousand nine hundred and sixty virtual miles along the border. Choose either the red team (builds wall) or the blue team (breaks the wall). Then go nuts and build or break away. Trump's Wall Game is a living breathing thing so any changes you make will be reflected for the rest of the world to see. Oh, we also hired a Trump impersonator to do the voices. That in itself is worth checking out. Enjoy! Play the game here: https://meowyorktimes.com/wall.html Game was created by a three man team in a few weeks. A designer (me), a developer and an artist.
  41. 2 points
    Are you sure you didn't turn on Battery Safe Mode when trying Cordova?
  42. 2 points
    Hey there, I made this little game called Life in the Static, the basic gist of this game is that you have an ability to stop time. LINK TO PLAY THE GAME: Tasty Link
  43. 2 points
    its not an edge case, sometimes just one resource can fail, depends on what server or service do you use. If its a problem for your users, make a fallback, for example you can start downloading everything again
  44. 2 points
    jonforum

    Line of sight triangles in v5

    It reminds me of what has been implanted in this game. https://ncase.me/sight-and-light/ I suppose that you have already got your hands on these articles, I share them in case. it in canvas no pixi but it will be cool to see this in pixidemo ! a codepen ** https://codepen.io/xno/pen/YOQZzw https://codepen.io/pandaec/pen/rzxYNB a jsfiddle ** http://jsfiddle.net/nLMTW/ http://jsfiddle.net/s2un50dp/ Shadertoy ** best performance i think https://www.shadertoy.com/view/4dfXDn Some code for do it in a shader GLSL https://stackoverflow.com/questions/34708021/how-to-implement-2d-raycasting-light-effect-in-glsl and a very good article https://www.redblobgames.com/articles/visibility/
  45. 2 points
    themoonrat

    PIXI Interaction Touch

    You rang, m'lord? @JECKL try looking at `renderer.plugins.interaction.eventData.data.global` instead
  46. 2 points
    We are working on full example for playable ads with hacks for pixi loader that allow to bundle everything including Spine models into one file . You can either wait 2-4 weeks or do it yourself.
  47. 2 points
    That's exactly why a year ago we've added this awesome API into v5. Right now v5 is almost there, and you can experiment with v5-rc3. I really hope that you like that system because I made it exactly for cases like yours, it was VERY difficult to explain to everyone in the team and get an approval. People need access to textures, authors of PixiJS cant possibly know everything that user wants. This is how you get GLTexture: https://pixijs.io/examples/?v=v5.0.0-rc.2#/textures/gradient-resource.js if you call "baseTexture.update()" somewhere before the frame, it will notify TextureSystem that texture needs updating , and then when one of pixi renderers asks to bind that texture, it will call "TextureResource.upload" method. That's how it happens: https://github.com/pixijs/pixi.js/blob/dev/packages/core/src/textures/TextureSystem.js#L139 According to our main image resource, https://github.com/pixijs/pixi.js/blob/dev/packages/core/src/textures/resources/BaseImageResource.js#L64, you can track the state not only by dirtyId, but also by "glTexture.width/height" . Basically, if width and height are wrong you upload whole texture, otherwise you go for subImage. As for previous data, readPixels is tricky thing, its the only synchronous operation there. When I use it, I call it only after whole render(), only one time. I suggest to maintain your copy of teture independently from glTexture: in an array or in canvas in your TextureResource, that way you wont need to call readPixels(). SUMMARY: If glTexture width and height are wrong, upload whole array. Otherwise modify part of array you need, put that part into temporary array and call subImage. Dont forget to set width and height to correct values. and HAPPY DEBUGGING!
  48. 2 points
    Do you draw something else than the video to canvas? If something taints a canvas then it stays tainted no matter what is rendered in the future. Or it might be due to stream becoming unavailable at some point for short duration and that could cause tainting (though the bug report I found on this should be already resolved, it was 5 years ago). Pretty sure it's some kind of edge case in security constraints which causes canvas to become tainted (by something), which causes security error when pixels are read from it.
  49. 2 points
    Thanks @NoxBrutalis I was focusing to much on the .createMultiple() method. Simply creating the coins in a loop and then adding them to the group worked for me this.gameitems = this.physics.add.group(); for (var i = 0; i < 20; i++) { var x = Phaser.Math.RND.between(0, 800); var y = Phaser.Math.RND.between(0, 600); var newobj = this.gameitems.create(x, y, 'sprites', 'coin1'); } Btw is there a way to get the width and height values (800 and 600) from the current scene or game instead of using hardcoded numbers for the RND function?
  50. 2 points
    I'll give you our personal experience of different ad networks: Google AdSense for Html5 games - you are right, they are in beta and it need approval from Google to be able to use the service. CPM is around $3. No problems with payment or anything. That's our only network atm. and I think it'll stay like that. Leadbolt - CPM was close to nothing (like $0.001). We were testing that few years ago, I don't know if it got any better. AppNext - we had pretty sweet CPM (around $6 - especially on iOS). It was working nicely until one day I got an email saying our account has been deleted because we supposedly violated the terms. No explanation was given as to what wrong we actually did. They took our monthly earnings (all good accordingly to the terms). I tried to contact them over email but they said they can't give me any additional information.