Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 11/04/18 in all areas

  1. charlie_says

    Penny Drops

    This is a new (well, newish, but only recently completed & released) match 3 game in the style of an old slot machine. Have a play here:
    1 point
  2. https://www.babylonjs-playground.com/#2FPT1A#231 this is buggy but this is the simple approach : - I added a first quad planar particle in the SPS, this particle is invisible by default - when picking a box particle, this box is set as the quad parent, and the quad is set as visible and located/ rotated in the picked box local space according to its picked side (what is buggy and unfinished in my example, but you can understand the way it works... just identify each box side one by one) : http://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors ) http://
    1 point
  3. Thanks everyone ! Wingnut is right, i just wanted to draw some text on the spot of the side of the box picked by the ray. I do not want to modify the sps, i can just draw a surface on top of that cube side (adding a small offset to the direction of the normal). I'm experimenting a bit and i copied what babylon.solidParticleSystem.ts _rebuildParticle does to be able to reconstruct the "side" picked. Then i created a custom mesh to draw the surface on those points. It's a lot of work but seems working. My problems originate from my inexperience as jerome explained : ".faceId (sa
    1 point
  4. Wingnut

    Scroll textBlock GUI

    You guys are just SO SO cool. Excellent fun and educational experiments! Good teaming! Dad72's GUI Experimenter's Convention, for sure. Pretty good attendance, so far. Although not a showstopper issue, we should probably get the slider control... more ready-for .isVertical. Right now, we sort of FORCE IT to be vertical. Also, the after-wrapping ._lines array... gives us a "something completely different" option. In executeWhenReady or another "late" func... we COULD use the data in each _line... to make a separate textBlock for EACH _LINE. Then stack them into a vertica
    1 point
  5. HUGE release! 1500+ Sprites Please check it out! https://s4m-ur4i.itch.io/huge-pixelart-asset-pack
    1 point
  6. It's amazing & works well. I had tried to trace the problem all day, thank you!
    1 point
  7. Edouard

    [WIP] Left 4 Dead remake

    Thanks for your feedback, it's very helpful. This game is really still in progress, to the extent that dying behaviors for allies and player are not coded. But it should come shortly
    1 point
  8. I know I know Fist I should take care of that wormy game I made in past but I could not resist with idea filling RenderTextureâ„¢ with lots of images, a lots. So, I in not long period of time shipped this simple game. Game had some new born problems, which I hope, got rid of them. And game seems to be sorta dead after I published it, but sharing it anyway. edit: forgot link: https://www.kongregate.com/games/kiklop133/swordy-archer-first-target
    1 point
  9. @kiklop133, you could also give opportunity to restart at least the last level with other bow. I like that game, thank you :).
    1 point
  10. After you choose your pers, the game loading take some time and there is no progress bar etc just a black screen It's make player think like game doesn't load... The gameplay is fun, I think the sound effects and music themes picked perfectly. I have stuck in some strange place (maybe I died but there is no message or etc img below) Like a kiklop133 said "AI of fellows is quite nice" But sometimes they try to shoot through the walls, but who knows maybe in their situation I will shit my pants and shoot in any direction 😂
    1 point
  11. back quick answer : the model shape is simply a reference to the geometry of the model used to build the current particle, so I don't think this will help you (this is the geometry of a box in your case). http://doc.babylonjs.com/how_to/solid_particle_system#pickable-particles If you want to change one face of a given particle, you need to catch the picked particle, what you already know how to do, then to catch the picked facet of this particle (counted in the particle facet pool) with the property .faceId let info = this.scene.pickWithRay(ray); // get the
    1 point
  12. ssaket

    Scroll textBlock GUI

    Hello All, Awesome work everyone ! Just wanted to share something, The slider has a property , slider.isThumbClamped = true; If set true it goes till the end, Hence, the offset value of 10 can be avoided. var startTop = 10; gameDesc.top = startTop + "px"; PG coming in -> https://playground.babylonjs.com/#T2LHL3#14
    1 point
  13. JohnK

    Scroll textBlock GUI

    Last night I knew how to deal with getting the correct position of the textBox with the slider for a set height of textBox but did not know how to vary its height based on tthe font size. Thanks to @Wingnut's PG and his use of _lines and _fontSize I was able to work it out. First replacing the private properties with public ones. When the scroll bar is at the top the value of the slider is 0 and we know the top position of the textBox, call it startTop. When the slider is at the bottom we need the textbox high enough for the bottom of the box to be level with the bottom of the rectangle,
    1 point
  14. Dad72

    Scroll textBlock GUI

    Thank you Wingnut. It seems better. On the other hand I see that the text is centered on each line, Why, because the text is however defined on HORIZONTAL_ALIGNMENT_LEFT ? I think that if we could know the height of each line, it would help a lot. FontSize of 20 makes big text I think, 16 would be better for text. Why ? Because of the 3.25 of the adjustment ? Maybe we can find a way to calculate this fit based on this fontSize (20 / 6.15 = 3.25). I do not even know where I find 6.15 , but that makes the result 3.25. Maybe 6.2 would work better than 3.25 is slightly too big. The result
    1 point
  15. //scratched ticket https://condescending-euclid-58185d.netlify.com/ here is the game, click the first yellow button to start
    1 point
  16. So the laggy part is gone after I changed the type property in config to Phaser.CANVAS. But another bug appears, now if I play the game for the first time, everything is fine, but if I play again, the ticket will start out as if it's scratched already. But if I click anywhere on the canvas the ticket goes back to being unscratched. I've made sure to close the scene via this.scene.stop('Ticket') and then restart it using this.scene.launch('Ticket'); //multiple tickets, when I was using Phaser.AUTO, it gets laggy the moment four tickets appear on screen.
    1 point
  17. My first contact with Phaser 3 was great! Unlike previous versions, Phaser 3 seems to have just one way to do my usual things - which gives me confidence that I'm also coding it the right way. That way I can focus on my own stuff without thinking so much what will be supported in the future. The size of phaser.min.js got me a bit alerted at first, but it seems to load in 100 ms even on the first time so that's not something to worry about. I started with a simple game: Clave rhythm in a minute
    1 point
  18. Played all to end. First when I played second level I did it jumpy way instead of supposed throw box on the lever. And was thinking "what a hardcore stuff". And I liked a lot that first song (ambient electro) style. About graphics, I second that what said Wolfsbane.
    1 point
  19. For feedback, I'd say have a think about making a crawling up ladder sprite. Just using the same jumping sprite looks a bit weird. I'm not sure about the graphics in general. Some parts I like (the character sprite) but some of the other game graphics don't seem to quite blend well together. But otherwise, the game design is really solid, I like!
    1 point
  20. Hello. I'm working on a fighter game, and while it's not finished yet, you can enjoy it ahead of time via video, which is open source, and I'll post its github address when I finish the first phase. //On October 8, github address:https://github.com/renjianfeng/flightSimulator github.io:https://renjianfeng.github.io/flightSimulator/released/index.html update:On October 21, new video:
    1 point
  21. Press the Q key to launch the missile, and press the E key to launch the interference bullet
    1 point
×
×
  • Create New...