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1 point
Arcade Racing
benediktloeffler reacted to mikhluz for a post in a topic
Hi. I glad to introduce you a new game that was created by our team - it's called Arcade Race and it's a simple racing game where you need to go from checkpoint to checkpoint trying to do it in short time. It's a 3d game but made in old pixel game style like Interstate76 or first Carmagedon . Please don't judge it seriously it's just a fan art inspired by old games. It works directly in browser and mobile devices with friendly controlls. Enjoy. It was made using Verge3D engine in Blender with help of Inkscape and Gimp. Here's a link to the game And some screenshots -
1 point
Pixi.js vs Fabric.js
ivan.popelyshev reacted to icp for a post in a topic
Pixi.JS has better rendering performance. Since you are developing a simple game, you don't need that much power. So, for your use case, you can stick with Fabric.js and save time by not developing all the features by yourself. -
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Pixi Still Being Developed?
ivan.popelyshev reacted to Rayj002021 for a post in a topic
Thanks Ivan. Very good to know. Ray -
1 pointThe boot.json file is just used by the Phaser 3 Examples site, you don't need it for your own projects. All you need is the entry point, the html you pasted above and your source files.
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1 point
Remove or Destroy Sprite
ivan.popelyshev reacted to riccioverde11 for a post in a topic
Mhm, thanks, I thought there was a standard for these kind of procedures, but I guess it's left to the dev what's best for himself. Thanks for the advice. -
1 pointYes. You are right. So i was considering again and i think that one of the best audience floats in Kongregate/ArmorGames - they are gamers looking for new games and want to play instant games. Checked ArmorGames homepage and i see that in the last 40 days only 16 new games appeared and all they are on the front page. So, my game would stay there for 40 days. All these new games have 15-70k plays. So its possible to get like ~20k registrations in the first month. And that would be enough for a full server. Not too much, not too few. I have wrote a letter to ArmorGames, trying to reduce their cut of 50% to anything like 30-40 like in Kongregate. With ArmorGames i won't need to spend anything for marketing. They didn't answer yet, so i'm not yet guaranteed my game will be released there. So i'm still looking for other options. But i think i will start only with 1 option for the first year.
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1 pointSo. I am working on my HTML5 MMO-RTS for 5 years and its almost ready. I am wondering what next? The game is cross browser, cross device, fully responsive no matter or its 3000px x 300px or 300px x 3000px - all possible screen sizes and im very proud of it I have released my game before 2 years in Kongregate just to test, expecting like ~2000 registrations. But instead i got about 50.000 registrations. The game was poorly rated as it was like a buggy pre-alpha and people flew away. So, now i'm prepared to launch as a normal alpha or something like pre-beta. My next plan is to create a video, update tutorial and purchase like 20 unique play-testers who would give me some feedback and check how does it load to them and whats about the start. So, for the next ~2 months i still have what to do. And then - i want to release. To some serious publisher. Kongregate was OK, but i am unable to re-release the same game. Next option - ArmorGames. They want 50% cut. Thats ok for me. My game would be visible in their 1st MMO's page for like 2 years. But wondering that their site is flash-games based and probably not that popular as before. Next option - Facebook instant games. Dont know much about it. And as i expect, i would need to put like 2000$ for marketing in Facebook to get enough attraction - and thats ok. (i already spent for the game like 13000$) Next option - .io game publishers. As i seen somewhere, that they take no cut. Checked games there, many of them require flash or are hardware-heavy and unplayable. So my fresh smooth game would fit in there good probably. But i think not enough visitors.. Next option - android/ios APP. I can easily transform my web game into android app. But i dont know actually or it would be that easy as the game is quite complex and maybe would like to start with having it as iframe rather than an APP. Next option - my own website publishing. So i would have to market it in FB, gogle, youtube and make an attractive website, what will prolong the release. and i want it faster. Next option - other HTML5 publishers similar to Kongregate/ArmorGames. But i want probably start with 1, so the release would be faster. And one where i would have less cut and cheaper marketing. So, do you have any experience or opinion what should i do? Im quite confused as all these options have their cons and pros. and dont know what would be the best choice.
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1 point
Remove or Destroy Sprite
riccioverde11 reacted to themoonrat for a post in a topic
It's by design, because I may have some children that I want to add to one parent one moment, then to another parent the next. If you went through each child, and called destroy, then that child will automatically remove itself from the parent, so maybe that's the better way to go? -
1 point
Basis Texture Compression arrives in the PlayCanvas Editor! 🚀
Saadhaider reacted to yaustar for a post in a topic
We are very excited to announce the release of support for Basis Texture Compression in the PlayCanvas Editor! ✅ Low VRAM utilization ✅ Tiny file sizes ✅ Fast download times ✅ Fast encode/decode times Read more at: https://blog.playcanvas.com/basis-texture-compression-arrives-in-playcanvas/ Don’t forget to give us a like on the tweet too! 👍 -
1 point
Submit a Code Contribution to PlayCanvas and Win $1000
Kael01 reacted to willeastcott for a post in a topic
Happy New Year everyone. To kick off 2021, I thought I would announce a little competition to submit the best PR in January to the open source PlayCanvas WebGL game engine! $1000 prize money. See the Twitter announcement here: For inspiration, check out some of the previously merged PRs in the repo: https://github.com/playcanvas/engine/pulls?q=is%3Apr+is%3Aclosed A particularly cool submission from the last month or two was area lights: https://github.com/playcanvas/engine/pull/2535 But the PR can be anything: Bug fix Documentation improvement/addition Refactor New feature Feel free to get creative. Submissions are due by midnight on Jan 31st and I'll announce the winner on 1st Feb. Good luck! -
1 pointThe eCPM and CTR is too low. Too hard to earn money on GameMonetize.com. The only good of them is that they pay on time.
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1 pointIts okay. Customer support is terrible and the reports/analytics page is terrible too. However people have been sharing here that they pay on time which is a big plus.
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1 point
Performance Problems Under "2D Graphics Editing Engine"
yiheyang reacted to ivan.popelyshev for a post in a topic
I'm not aware of problems that can be solved with drawElementsInstanced in vanilla pixijs. I only know one case: many animated objects consisting of several quads with your own shaders. Others , well, its just to make buffer smaller, like i did in my experiment with candles&plot: https://github.com/gameofbombs/pixi-candles/ and even then i had to make a fallback in case user doesnt have instanced draw (on some mobiles): https://github.com/gameofbombs/pixi-candles/blob/master/src/Bars.ts#L203 , maybe its not the case for you because you are targetting PC's -
1 point
Be the Guy! A Zelda-Like Adventure
Pixel Guardian reacted to HenryChinaski for a post in a topic
An interesting idea, we look forward to continuing! -
1 pointUsing LINEAR_NEAREST on mainTexture makes the line artifacts go away: https://www.babylonjs-playground.com/#11GAIH#110
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1 point
Performance Problems Under "2D Graphics Editing Engine"
yiheyang reacted to ivan.popelyshev for a post in a topic
This is big. The least estimation for all that is a year. Q1 We are working on new camera. Several people have custom implementations in their game , and if you look at issues made by https://github.com/pixijs/pixi.js/issues/created_by/dev7355608 - yeah, its required for DnD stuff. "renderer.render(... transform <-- this param)". Q2 and related to filters: its possible to cache pre-rendered, i use it in TheHouseHold, but I didnt move it to pixi plugin yet. Hope to have it in 6 months or so Q3. Sounds like shape-cache im doing in https://github.com/gameofbombs/pixi-blit . Beware, there are many bugs and only two examples. However its being used in https://www.facebook.com/playthehousehold/ which is biggest pixijs game at the moment, but i havent move some fixes from it back to pixi plugin. Q4. pixi-tilemap is just a generated mesh, it doesnt even have high-level algo - user has to write it Even then, your textures are different which makes pixi-tilemap obsolete. It should be high-level algo, you described it correctly. Q5: You can use pixijs with skia if you want better shapes. "Texture.from(skiaCanvas)" will help with it, just make sure you bind it so it gets uploaded to pixi context before you make another shape with skia. Lots of details about it. -
1 point
Star rain
jonforum reacted to ElliePanda for a post in a topic
Since there are presumably a lot of stars and they'll all look the same, you might get some performance benefit using a ParticleContainer. Your code looks like you're re-generating all the stars every frame (if I'm parsing it right), but if you make each star a Sprite you don't need to! If it was me, what I would do is generate a bunch of star Sprites with random X, Y, and scale initially. I'd give them each a random .dy property to control how fast they move, and I'd add them all to the ParticleContainer. In the tick function, I'd loop through all the sprites in the ParticleContainer, adding each one's .dy to its Y position. If the new Y position is outside the visible area, I'd set its Y back to the top of the container and randomize its scale, X position, and .dy again. That way, you're reusing an existing bunch of Sprites instead of garbage collecting stuff. If you need to control the speed of the starfield as a whole, perhaps based on how fast your player is moving, you could factor that into the process by adding an overall speed adjustment something like this: "sprite.position.y = sprite.position.y + (sprite.dy * speedFactor)". That would also let you reverse the direction if you needed to. I coded this up in a playground to show you what it looks like: https://www.pixiplayground.com/#/edit/iWLHNxIENQwXhfOXtxN_S -
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How to get velocity from a tween
ivan.popelyshev reacted to oakler for a post in a topic
Challenge solved, but with a different approach. Instead of adding velocity to the player, I simply made the player a child of the platform. I'd still be curious about the above question, or maybe it would be useful to someone else. -
1 point
How do i move animated sprites
Blockwelt reacted to themoonrat for a post in a topic
Scoping alienAnim is created in one function, then in gameLoop you try to refer to it, but its not in scope. I'd expect a browser to show a reference error. -
1 pointHello everyone, after some detours and feature-creep, here is the next version of the game: 0.4.6, complete with homing missiles, responsive menu layouts and the ability to create and play your own missions. Experimental touch controls are added, too, though there is no tutorial for them as of yet and there are some bugs. There are no visible buttons, the screen is simply divided to 4 quadrants: use bottom left of screen to turn (just press down and move the finger around) top left to set speed (swipe up / down to accelerate / decelerate, tap to stop, swap right to change flight mode) tap top right to switch target or tap with two fingers to change missile (if you have multiple types), long tap to target friendlies press bottom right to fire primaries (tap with two fingers to launch missile, or hold and move the finger to move sideways while firing primaries) tap top left with two fingers to engage the jump drive when the mission is complete, tap with three fingers for in-game menu. See full release notes: https://github.com/nkrisztian89/interstellar-armada/releases/tag/v0.4.6-alpha Wish you all happy holidays and joyful gaming, Krisztián
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1 pointHello everyone, in late 2013 I started experimenting with what is possible using JavaScript/WebGL (coming from a computer engineering - C++/Java university background). Over time it grew into a game engine and then this game, as I worked on it in my free time next to full time jobs and more recently, contracting work. So it is entirely custom code (the only library used is RequireJS to load the JS files themselves), and I made all the assets as well (models, textures, music, sound effects (using some free CC licensed sound samples as a base) - you can find details in the "About" page in the game. As a result, the engine features and asset quality are rather modest. It is still heavily work in progress as the title suggests, but it has become quite playable recently, so I decided to share it here. About the game My goal is to create a fully fledged 3D space sim with procedurally generated missions that can be played on any computer with a modern browser. I am going for more of a softcore sim feel rather than an arcade one (there are many arcade options these days, but I prefer the more serious, elaborate controls of sims, without the time/hardware investment needed for something like Elite: Dangerous - which also doesn't run on my linux machine) Check out the facebook page, where I post updates and you can also find a recent gameplay teaser video. Game features (so far): full 3D, 6 degrees of freedom gameplay Newtonian physics (with flight assist) basic combat mechanics (primary weapons, shields, flight modes, targeting) 11 simple, authored missions (+3 training missions) against AI in-game database with info about the ships detailed, persistent graphics and control settings graphics settings automatically lowered if default settings are not supported by the hardware (high FPS is not ensured, only that it runs) joystick support an editor to mod the game (even more WIP/unstable than the game) Planned (missing :)) features: procedural missions, with ship upgrades in-between advanced combat mechanics (missiles, jamming, boosting, communication with wingmen) more content (ships, weapons, more detailed environments....) multiplayer Also a lot of polish, HUD changes, performance optimizations etc are planned. You can get a general idea by checking out the issues page of the game's github. Please note! The download size for the game can be significant (tens of MBs - depends on graphics settings and the mission being loaded), so I do not recommend trying it with a plan where you pay based on the amount of data! Play it here Let me know what you think! Technical info You can check out the code at https://github.com/nkrisztian89/interstellar-armada. Feel free to fork it - since it is 100% client side code, you can just throw it into the public HTML folder of your server (e.g. Apache) and it should work locally right away. Then you can use the built-in editor in the tools folder (localhost/the_folder_you_put_the_game/tools) to see how the game data files are organized, play with them (to apply the changes just hit export and then overwrite the original with the exported file in the data folder). Note that you cannot create or export missions or edit config/settings from the editor (as of now) Since this is a long project and I regularly revisit and update parts of the codebase that I might have not touched for a year or so, I try to keep it organized and nicely commented even if just for myself. However, this is not the number one priority, so there are parts of the codebase (which at this point grew above 60,000 lines) which are in terrible, terrible shape. I believe the best example of this currently is the code for the HUD.
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1 point
Falls back to CANVAS renderer
PLAYERKILLERS reacted to obiot for a post in a topic
there were a massive rewrite in the version 8 compared to version 7 yes, with better detection and fallback to canvas, and also WebGL2 support, so you should actually see performances improvement but this might be linked the the below changes on older computer with 2 GPU, as browser are all switching to a low-power mode by default, as opposed to the previous "high-performance" Renderer : allow specifying the default powerPreference value for the WebGL Renderer (on Safari and Chrome 80+ default is now low-power) see here for the WebGL specs : https://www.khronos.org/registry/webgl/specs/latest/1.0/ my pleasure and merry Christmas to you too ! I have done anything in a while, between moving house and holiday period, I;ll only be back in January -
1 point
Arcade Racing
benediktloeffler reacted to mikhluz for a post in a topic
Yes, just forgot to add this, thanks) Yes, the I've already changed the indicator some time erlier bacause of the same feedback, thanks Yes, you right there's no more levels. Unfortunally, I have no time for that, maybe I'll add multiplayer some time later, but have no time for multiple levels and something else. -
1 point
Falls back to CANVAS renderer
PLAYERKILLERS reacted to obiot for a post in a topic
yes, but at that point it's either you set `failIfMajorPerformaceCaveat` to false and games won't work on some linux platform (this was one of the issue in the past), or true but then windows machines that don't have a good enough WebGL driver implementation will fallback to canvas.... unless you have a good idea, not much more I can do about this to be honest... -
1 point
Pay what you want 2d asset bundles like humble bundle
vedia reacted to robertbrooks for a post in a topic
Hi everyone just wanted to let you know that I've started running humble bundle style asset bundles on my site www.gamedeveloperstudio.com If you enjoy The bundle offerings on humble bundle you may also enjoy the bundles from my site. Here's an example Of the current bundle I'm running currently until January2021. If you're reading this post at a later date don't worry as I plan to be releasing more bundles throughout the year. I'll try to keep this post updated everytime I release a new bundle. -
1 pointVery good...Reminds me of Outrun... I like how you can upgrade your car.
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1 point
Confusion with generateTexture and region argument
ivan.popelyshev reacted to Owlzy for a post in a topic
Ah thanks! I should have thought to just do it manually with a render texture, back in a world I understand now. Here's the code using a RT if anyone runs into this in future. complete() { // reset visibility this._scaleSlider.visible = false; this._scalePanel.visible = false; this._photo.visible = false; this._photoPreview.alpha = 1; // create render texture const rt = PIXI.RenderTexture.create({width: this._photoMask.width, height: this._photoMask.height}); // clear anchors this._photoPreview.anchor.set(0); this._photoMask.anchor.set(0); // offset photo to negate the anchor change this._photoPreview.x -= (this._photoPreview.width - this._photoMask.width) * 0.5; this._photoPreview.y -= (this._photoPreview.height - this._photoMask.height) * 0.5; ENG.view.renderer.render(this._captureLayer, rt); const maskedPhoto = new PIXI.Sprite(rt); maskedPhoto.anchor.set(0.5); this.addChild(maskedPhoto); // hide preview this._photoPreview.visible = false; } -
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Confusion with generateTexture and region argument
Owlzy reacted to ivan.popelyshev for a post in a topic
That place was always buggy, and we fixed it many times. Maybe latest-latest dev ( pixijs.download/dev/pixi.js ) doesnt have this problem. Usually i recommend to do everything by hand: 1. get localBounds 2. create renderTexture of specific size 3. move your element a bit that its left-top cornet is in (0,0) 4. use "renderer.render()" on it This place is hell for years because of how several features conflict inside, especially "transform" param of "renderer.render" function, -
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Zombie Math - Slitherio mixed with Math!
Hamza Wasim reacted to Xima for a post in a topic
very cool game. I am very pleased with the fact that in the modern information world there are so many different developmental games that can make a child better in one area or another. It's also great that there are many valuable electronic resources that can help you with math, for example. One of these is for me and my child the site https://plainmath.net/ Here you can find methods for solving various complex mathematical problems that take a lot of time and take a lot of time. I recently read about methods for solving data interpretation problems. -
1 point
Loading fonts in Phaser with only JavaScript
Yeltsin Reyes reacted to msanatan for a post in a topic
Hey everyone! I used a variety of methods to load custom fonts in Phaser games. After some reading and experimenting, the FontFace object is literally the best thing to happen to me. I decided to write a blog about it because I don’t want to forgot how I did it haha, and hopefully it helps you too. https://msanatan.com/2020/11/08/loading-fonts-in-phaser-with-fontface/ My usual setup involved NPM + TypeScript. However, it shouldn’t be a hard jump if you’re one to load Phaser with the script tag. -
1 point
Displacement Map Question
Konlet reacted to ivan.popelyshev for a post in a topic
red horizontal, green vertical, blue nothing. (r/255 -0.5) * scale. Yeah, there's no center because 128 and 127 are not 0.5 -
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How to create a Europe map programmatically/dynamically?
Creator of Territorial.io reacted to b10b for a post in a topic
While playing the game (ok I admit I'm a little hooked now) I had another idea. It looks like the maps are seed generated chaos, with a half dozen having been hand selected, named, and set as presets? If so I assume an ~infinite number of potential maps already exist within the system. Amongst them is "Europe" - waiting to be discovered. So train the routine to recognise how close to Europe each random seed is, e.g. giving a score based on pixel matches to the reference image. Then let it run on loop for a week, and turn over a few quadrillion tries. Keep a record of the top 100 scoring maps. Manually review them at the end of the week and select a winner. Use that seed as "Europe". Total additional filesize: a few bytes. Why not look for other famous maps at the same time - e.g. The World, Westeros, etc ... -
1 point
SVG Path Data
charlie_says reacted to rich_earth for a post in a topic
Hey Charlie, Did some work with SVGs a while back, I used a combination of svgson package (https://www.npmjs.com/package/svgson) to get data out of svg files (mine needed to have path attributes), and some native html methods on the Path object. static getSVGPaths(svgString) { return svgson.parseSync( svgString ).children.filter((child) => child.name === "path" && child.attributes.d) .map((child) => child.attributes.d); } static getPointsFromSVG(svgPath, spacing, scale) { const line = []; const svgEl = document.createElementNS("http://www.w3.org/2000/svg", "path"); svgEl.setAttributeNS(null, "d", svgPath); const totLength = svgEl.getTotalLength(); let trackLength = 0; while (trackLength <= totLength) { const svgPoint = svgEl.getPointAtLength(trackLength); line.push({ x: svgPoint.x * scale, y: svgPoint.y * scale }); trackLength += (spacing * scale); } return line; } static getSVGPathLength(svgPath) { const svgEl = document.createElementNS("http://www.w3.org/2000/svg", "path"); svgEl.setAttributeNS(null, "d", svgPath); return svgEl.getTotalLength(); } -
1 point
How to create a Europe map programmatically/dynamically?
Creator of Territorial.io reacted to totor for a post in a topic
maybe you can use a smaller map (256*256) then upscale or you can use a few polygons then noise the result -
1 pointHey everyone, My latest game Papa Cherry Saga was released just yesterday on GameDistribution - https://gamedistribution.com/games/papa-cherry-saga It is a classic match-3 game, think of Candy Crush, with a variety of gameplay elements - chocolate blocks, marshmallows, licorice, candy bottles, bomb cakes, donuts, apple platters, biscuits, and gingerbread man. Right now, there are 100 levels but I intend to add more if the game will perform well. If you have any feedback or questions regarding the game - please let me know.
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Toggle Pong
Dr Popet reacted to benediktloeffler for a post in a topic
Fun game, well done! I was thinking that it was going really slow and suddenly I wasn't able to switch quickly enough anymore haha. It's fun as is, but I would love to see some colours and effects, too. -
1 point
Pixi.js Showcase
flatliner reacted to KayacChang for a post in a topic
Hey!!! I'm Kayac Chang from Taiwan. I just create a template to quickly setup the pixi.js project by using [Create React App] (https://create-react-app.dev/) Now, if you already install npm or yarn. You can just typing npx create-react-app my-app --template pixijs # or yarn create react-app my-app --template pixijs Also have the typescript setup npx create-react-app my-app --template pixijs-typescript # or yarn create react-app my-app --template pixijs-typescript Happy hacking. -
1 pointthis.scene.tweens.add({ targets : this , scale : 10 ease : 'Linear', duration : 500, }); You can simplify it. targets only needs to be an array if it's multiple targets. scale: 1 does both X&Y yoyo default is false, as 0 of repeat and "this" of callbackScope.
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1 pointJust figured it out, using scaleX and scaleY... this.scene.tweens.add({ targets : [ this ], scaleX: 10, scaleY: 10, ease : 'Linear', duration : duration, yoyo : false, repeat : 0, callbackScope : this });
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1 pointYes, this is correct. Thanks you for you aswer.
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1 pointBattelboats.io (BETA) - Play epic multiplayer sea battles https://battleboats.io/ Built with Pixi and Node
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0 pointsI think it is never too late. This means that you may start from everywhere. I moved to the other city when I found a new job. I used the information from this site https://www.wisemove.co.nz/movers/auckland . It may help when you want to move to New Zealand cities.