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Showing content with the highest reputation on 06/11/16 in all areas

  1. Hiya there, I've just released open beta of a hack'n'slash that I've been working on for about two months (mostly consumed by learning blender from scratch). http://wilds.io/ The engine is custom made - on the backend there is obviously node.js The whole architecture consists of a client, lobby (load balancer), multiple game servers and postgres database to store users Game is 2D - I have modeled these folks in voxels - then animated in blender and exported into a spritesheet using blender internal scripting in python It's also probably the first game that uses Patreon API as a busin
    1 point
  2. Just in case someone needs it (cause I did). This configuration change the template to export json file compatible with Phaser game.load.atlas function Download from my repo: https://github.com/netcell/PhaserShoeBoxConfig Just download the .sbx file and double click it.
    1 point
  3. end3r

    js13kGames 2016

    The fifth edition of the js13kGames competition starts in more than two months, but I wanted to slowly start organizing everything already. I'll announce everything here, and if you have any questions feel free to ask. For those who don't know: it's a JavaScript coding competition for HTML5 game developers. You have a month (from August 13th till September 13th) to create a game on the given theme (announced at the start of the compo) that have to fit into the 13 kilobytes limit with all the resources when zipped. It is a challenge, but the one that spawns creativity. Check out
    1 point
  4. Hi all, https://github.com/photonstorm/phaser/tree/dev/build After many, many hours of hard work (and some great reports coming in from the community) I'm happy to release Phaser 2.4.9 RC4. There are a lot of changes in this build (even since RC2), so I'd urge you to check out the Change Log below in full. If you've got a game running under 2.4.6+ then please drop RC4 in and see what happens. If you're working on earlier builds of Phaser then things may have moved on a bit, but it's still got to be worth testing If you clone the repo you can find updated doc files. Otherwise, gr
    1 point
  5. https://github.com/lemontmoon/Babylon.js Helloooo,,,, this is my first contribution on GitHub https://github.com/lemontmoon/Babylon.js still dont fully understand how github works,, ROFL if U want to play animation with transitions,,,,, simply ----- > scene.beginAnimation(target,from,to,loop,speedRatio,null,null,transitionSpeed) transitionSpeed = 1 means no transition it works like it worked before transition less than 1 will play current animation u want to play together with previous,,, with linearFADE-in try so
    1 point
  6. I dont know much but will give it a go and let you know. I have some text things to do
    1 point
  7. I always collected 5 stars because I'm lazy and I wanted to finish the game as fast as possible . Does the study check for OCD?
    1 point
  8. Haha, it's all a rouse! They're going to tell everyone they were in Control Condition while hiding the real truth for the thesis!
    1 point
  9. Jambutters

    sprite map positioning

    Yeah, its possible to do that. Just write a function that will pass the x and y coordinates as parameters. function create() { lumpofsprites = game.add.group(); lumpofenemies = game.add.group(); function spritepositioning(x, y){ //pass in x&y coordinates when calling this lumpofenemies.create(x, y, 'IMAGENAMEHERE'); //enter image name here or set it as a parameter } spritepositioning(100,400); spritepositioning(0,400); spritepositioning(500,100); spritepositioning(424,432); spritepositioning(216,200); spritepositioning(500,578);
    1 point
  10. Hi All I solved this problem just added this var definition : var newKaldirim = Scene.getMeshByName("kaldirim"); newKaldirim.rotation.y = Math.PI / 6; then worked well i found this way in forum topics thank you very much JCPalmer Happy with BabylonJS woot!!
    1 point
  11. Use enableBlending https://github.com/BabylonJS/Babylon.js/blob/master/src/Animations/babylon.animatable.ts#L57
    1 point
  12. Nockawa

    Canvas2D Main Post

    Hello people, It's been a while since I didn't give you an update. I couldn't spend time on coding as much as I wanted this week and I got myself into one last major refactoring which was really necessary for a V1 of the feature. It was exhausting but I'm almost there, the refactoring is done, now I have to close the alignment/margin/layout features. You will see some breaking changes in the declaration (very light actually, you can adapt your code very quickly) but also in the behavior of the Primitives' positioning. I tried very hard to get something that would please most use case
    1 point
  13. mattstyles

    CSS in Chrome games

    Pretty sure Chrome Apps are simply regular web sites, I think they get some additional privileges but they don't have any restrictions over regular web content. You don't even need to worry about browser compatibility issues, if it works in Chrome then it'll work as a Chrome App.
    1 point
  14. i've found this funny PG: http://www.babylonjs-playground.com/#1023O#6
    1 point
  15. Here we are (please clear your cache): http://www.babylonjs-playground.com/#GTHTR#7 I'm pushing the version on github in 10 minutes
    1 point
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  17. Each element has an id, which allows you to add in a GUIManager custom CSS to format your elements.The values ​​for moving an element can be found in the doc: Window: https://github.com/dad72/CastorGUI/blob/master/doc/GUIWindow.mdButton: https://github.com/dad72/CastorGUI/blob/master/doc/GUIButton.md Instead, you must do something like this:mywin.x / y , myBtn.x / yOr, you can use jQuery to format your elements with effect
    1 point
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