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Showing content with the highest reputation on 01/18/19 in all areas

  1. 2 points
    mentuat

    Y8 Destroys Your Games (and websites)

    Complaining about a bunch of IP infringing 'Mario' games being removed from a distribution network? Ballsy move bringing attention to that!
  2. 1 point
    zoki_y8

    Y8 Destroys Your Games (and websites)

    Hello, My name is Zoki and I represent Y8.com and network. First of all I would like to apologize to all developers and webmasters and forums out there which were not notified about our actions. Since the falling of FGL and TA, it is not easy to be upto date with the public. To answer your questions and worries, we notified as many websites as we could for our actions and all of them have two months or so, transition time which they could use to replace or remove or resolve their end. The decision was taken around September 2018 and since then we were in discussion and noticing all developers we could. I must say that your statement of your Mario flash games not workign on other sites, is not completely true as other member verifeid, the game Mario in Jungle also works for me at 4j website. There is a screenshot of it, tho, i can share it if needed...Furthermore I personally have not licensed any copyrighted game, little less to be Mario style, so maybe there is a confusion about the problem you are describing? If you prefer I can gladly update or remove your game(s) on our network. Now back on the more important information, which you are all probably interested in hearing it. Why we decide to take such drastic action? Well that is not a simple and short story to tell, but let me give it a try. Since 3 years ago or so, we heavily pushed into buying and licensing games from all types, all devs, all genres, everyone. This was almost the same time when FGL market declared "flash is dead" and other publishers were focusing on other markets (steam, mobile, their own standalone portal versions, etc..) During that period of three years of buying games, we have *licensed and supported* developers of more than 2000 games. None of any other competitor website has invested that much, as we had invested in buying games. During those years of investing into developers, our competitors had tons of fun hacking our games, blocking the outlinks of our games, and even taking variants of future names of our hit games. DMCA reports, legal notices and even Google, were not securing our investment and our games, neither the competitors were playing fair games as we had. While we rarely released games with iconic more games button, or animated thumbnails of our other games, www.Y8.com upload form was spammed with games with animated thumbnails, flashy outlink buttons and even rewards outlinks. Meaning, as a thanks that we were licensing exclusive games and releasing them with fair branding and minimal outlinks, the respond we got from competitors were cloned games with 5+ outlinks even on one scene! That is crazy thanks, isn't it? Additional topic to mention. Since we started investing into games *before* they were released, other websites were playing safe by offering ads revenue share programs. We tried that 2 years ago with our own solution, which unfortunately it didn't worked out due the restriction which Google had with flash games and ads inside flash objects. You might have heard that Chrome banned flash, Mozilla follows it as well, and soon flash will be permannelty avoided to be used. What you don't know, is that the WebGL games licensing period was extremely hard as in the first year there was *no* support from Unity, browsers were eating the ram in the games, and sometimes even the sound was not able to play as it should be. It was a difficult time for WebGL games, but I can personally say that with our focus of directly investing into an experimental technology for web games during the start of WebGL Games, Y8.com become a leader in quality and inovation when it comes to this market for web games. While others websites were not even able to purchase the $1500 license of unity software, were were sharing few license with close developers to work on their games. While others needed minutes to load a 90mb+ webgl game to their players, Y8.com was already resolving the http and https mess caused by iframing webgls experimental games. And normally, as a thanks of our competitors we started getting our games stolen and rehosted on their servers, normally with rebranded links or blocked outlinks. Bonus was also that when our competitors started to "create/clone" webgl games, their webgl games were coming with a fancy bottom banner supporing their awesome website throughout the whole game! Well, bravo! Now we will also play safe and soon will publish our Google Ads revenue share program, really soon. So, yes, it just a question of time when www.Y8.com will stop its game distribution, due the fact that market is shrinking and the people inside are playing dirty. Thank you all for reading, and if there is anything i can help/answer you, let me know here or in private.
  3. 1 point
    rich

    How do you time a pointerdown event?

    In 3.15: this.input.on('pointerup', function (pointer) { var duration = pointer.upTime - pointer.downTime; }); In 3.16: this.input.on('pointerup', function (pointer) { var duration = pointer.getDuration(); });
  4. 1 point
    Hi! it should work. Most of the time, some DOM element blocks all mouse events from reaching the canvas.
  5. 1 point
    In v4, Graphics elements are not batched, and if you use cacheAsBitmap on every element, it will spawn extra texture, so its not a solution, Its even worse: instead of changing buffer and 2000 graphics elements, pixi will change a texture for each of those sprites. You have to spawn only one circle, render it into one texture, then spawn many sprites and use tint parameter. In v5 graphics batching works, you dont have to do anything. Development version of v5 is here: pixijs.download/dev/pixi.js , docs here: http://pixijs.download/dev/docs/index.html That's a short answer. For long one read all the threads of this subforum.
  6. 1 point
    Hi @Dilshad Roshan Please post your question here: https://forum.babylonjs.com/
  7. 1 point
    Shadowstep33

    Pixi.js and Angular2

    Hey y'all, I made a package that I have been heavily using and honing in a game I'm working on. It allows you to use markup to create PIXI scenes. I'm hoping it'll help someone out there (and help make PIXI easier to use with angular2). Currently, it's not really optimized for performance as it's in its early stages (and I'm not that talented). If anyone has suggestions, feedback, or just wants to give it a whirl here is the github and npm info. It is being actively developed and maintained. https://github.com/Shadowstep33/Angular2Pixi https://www.npmjs.com/package/angular2pixi FYI: on the roadmap is more support and out-of-the-box components that implements PIXI's built in features.
  8. 1 point
    Shadowstep33

    Pixi.js and Angular2

    Also, browser version: http://day-job.io
  9. 1 point
    Shadowstep33

    Pixi.js and Angular2

    I'm under the impression replying bumps this post and I don't want to bloat this board with a new post: Our game using A2P is ready for testing and we are trying to get feedback. If you are iOS please message me, for android https://play.google.com/apps/testing/com.rabbitholegames.dayjob
  10. 1 point
    Everything is explained here : http://doc.babylonjs.com/page.php?p=22231 Basically, the manifest is very useful is you want to cache your 3D models in the client browser cache.