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Showing content with the highest reputation since 10/22/19 in all areas

  1. 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
  2. 2 points
    https://github.com/tleunen/pixi-multistyle-text Use this one!
  3. 2 points
    danielmocanu

    Only HTML, CSS and JavaScript

    Hi, I found two games made only with HTML, JavaScript and CSS, no game engine. Here is the link: http://oldfashion-games.000webhostapp.com/ They can also be played on mobile phones.
  4. 2 points
    hum from individual test on Vivaldi browser (chromium) ~2sec test, ms per frames . (100% cpu usage for all!). It a fast test, if you guys can also take and shares same kind of screen plz. Hardware. Result link source code used: http://fatidol.com/phy-benchmark/
  5. 2 points
    ohmed

    DatTank multiplayer webGL game!

    this one is nice
  6. 2 points
    if canvas is gpu-accelerated, you can see those operations in NVidia NView. Also, 5-6 years ago, people compared drawImage vs fillRect/pattern. I think that it also has to be different in case your sprite is axis-aligned or not, analytical antialiasing should affect those things.
  7. 2 points
    ivan.popelyshev

    bitwise operator not supported?

    Its a known issue, we have a preprocessor that adds "precision float " in the beginning , so please make sure you specify that line at the first symbol and not after "\n" That wont work: const frag = ` #version ... `; that'll work: const frag = `#version 300 es ... `; The place in source code: https://github.com/pixijs/pixi.js/blob/dev/packages/core/src/shader/Program.js#L53 Yes, we cant decide what to do with that thing for several months already.
  8. 2 points
    ivan.popelyshev

    Need help with shader code

    https://www.pixiplayground.com/#/edit/s~VNyhMHDC32k41fJ4iD7 OK, so, vTextureCoord is normalized input, mouse is screen coord. We convert mouse to normalized input too. power is also converted to normlalized input, by dividing. If you want to get rid of division - pixi also gives 1.0/inputSize in its "zw" part. No way to put int constant there, have to use js interpolation. Its easy to fix aspect ratio there if you need, but, since original shadertoy source didnt have it, i dont want to add it for you. I'm depressed because my articles do nothing and people still ask me to do all the stuff for them.
  9. 1 point
    @Stephan @Wolfsbane Thank for comment😀😀😀 About is it better as a module?....... ask him is better 😀 @enpu
  10. 1 point
    That's very cool! 👍👍 Also, code looks good to me. Wondering if it should be added into the engine itself, or maybe better as a module?
  11. 1 point
    Glad we resolved it. Welcome to the forums!
  12. 1 point
    ivan.popelyshev

    Is networking really that hard?

    Its not, its just amount of work to make it right for your game is big. There always be people who complain about lags, and you have to be balanced about effort you spend on them. Suppose 100 people joined your game, and 10 had bad connection. 10 left. Now, in a month or two situation in network changes, and 9 from those 90 have lags, they leave, but those 10 previous guys don't join back just because their network became better Client prediction depends on you game, and if you have players very close (touching) and that affects gameplay - even slight lag will make experience bad. I made my IO game (gameofbombs.com) in 2012-2013 I was very lucky for it to be playable, i didnt know anything about networking experience of past games and i did it! Made it better in 2014-2015, and from 2017 I hired the only guy who understood my algorithms and he's making new version of engine that will have much less lags. Its going on for 3 years already and its very hard. Of course you can use nengi to start, but networking is very big and you dont stop there, you'll have to modify it for your game.
  13. 1 point
    I have written some advice about this on the last page of my JavaScript course, here: https://www.grelf.net/jscourse/publish.html See the 4th item on the page.
  14. 1 point
    Hi All! I'm a single indie game developer who has released games on steam, android, itch.io, gamejolt and kongregate etc. Though I felt like I hit a problem when it came to monetizing web games. I found with mobile games, advertising was the best way to earn. So of coarse earning from ad's with your small HTML5 games should be the best way to earn from web games but sites like kongregate only give you on average 25% of ad earnings. While even though I personally love Itch.io for selling games, you can only earn from donations when it comes to web games. Leaving you with the only option of hosting the games yourself, which means you are alone in driving traffic to your games. So I set out to not only design a platform that allows developers to earn from ad's (adf.ly ad's). So I set out to not only design a platform that allows developers to earn from ad's (ads from our own advertising network serving exciting gaming adverts players will want to see). A platform which is easy to use, quick to sign up and allows you to instantly publish your games online. A platform which is 100% mobile friendly allowing players to play your games on far more devices. Best of all, you will earn 100% from your game's players. https://play.idevgames.co.uk The play arcade is completely free and allows you to get your game online and start earning within minutes. It is the simplest and quickest way to start earning from your games with ad's. No need for API's, it's all built into the site. Also I want to make the point that I do not earn anything from the site currently, I built the platform originally for my own game's and because this was something that I wanted from a web based platform. I will also never charge for this service or forcefully take a percentage of your ad earnings in the future. The site is still being developed but is fully functional with some pretty cool features too, like: Embed your games easily on any site and still earn from every player Allow your players to give you donations through paypal Allow your players to subscribe to your patreon Turn off ad's at any time and turn them on again... Even choose the frequency your ad is displayed People can review your games Publish your games to the site instantly Keep your game private when testing The site is growing everyday and I hope you decide to take a look. Thanks, -iDev
  15. 1 point
    Hello! Loving v5 it's great! I've been trying to render an extremely large map of tiles in smaller chunks that load in as the player moves around. I've done this with sprites and a render texture per chunk and it works fine, but now to learn some webgl I'm porting the project to use pixi Mesh + Shader. I've gotten to the point where I have the vertices and uv coords for a 16x16 chunk of tiles (skipping the code, nothing special). I then create a mesh per chunk of tiles and position them around. Code looks like this: const shader = PIXI.Shader.from(vertexSrc, fragmentSrc, uniforms); const chunk = new PIXI.Mesh(geometry, shader); // etc for many chunks and then I just change the chunk.x and chunk.y Now what I'm trying to do next is actually show different textures for each tile within each chunk, for which I'm using a collection of tileTypes which is either going to be an array or texture uniform with the data for the 256 tiles that comprise the 16x16 chunk. I hope that makes sense. In any case, because all of the chunks have the same geometry and the same shader if i change the `chunk.shader.unforms.tileType` it changes all of the chunks at the same time. If I create a new shader for each chunk so they have a unique uniforms object each, it ends up being an expensive operation which creates a visual hitch. I could probably create a pool of meshes and shaders and reuse them such that I wouldn't have to actually create new shader objects at run time as chunks load into the game, but before going down that path I wanted to know if there was an easier way. Can I somehow create meshes that share the geometry, vertexShader, fragmentShader, but have a *unique* uniform per instance of the mesh? Thanks
  16. 1 point
    You can make your own rope that is not affected by tangent shifts. Just take pixi rope, add "shift" param to each point, move vertices somehow. I bet I could do that but im too busy with people's requests already
  17. 1 point
    PhysicsJS: https://github.com/wellcaffeinated/PhysicsJS/ p2.js: https://github.com/schteppe/p2.js verlet-js: https://github.com/subprotocol/verlet-js JPE: https://github.com/colorhook/JPE Newton: https://github.com/hunterloftis/newton Matter.js: https://github.com/liabru/matter-js that depends what or how you want to do. I used to make my own 3D physics engine for a complicated game before. or you can pick up one and modify to match your demand.
  18. 1 point
    I use https://github.com/bramstein/fontfaceobserver to load custom fonts, which handles the required hackery for you!
  19. 1 point
    you need load font after,inside a div and delete after. Or more easy way if you understand promise and documents .fonts this is how i load my font for my game const loadFonts = () => { return new Promise((resolve, rej) => { const fontsList = [ new FontFace('ArchitectsDaughter', 'url(fonts/ArchitectsDaughter.ttf)', { style: 'normal', weight: 700 } ), new FontFace('zBirdyGame', 'url(fonts/zBirdyGame.ttf)') ]; fontsList.forEach(fonts => { fonts.load().then(function(loadedFontFace) { document.fonts.add(loadedFontFace); //document.body.style.fontFamily = '"Junction Regular", Arial'; }); }); document.fonts.ready.then(()=>{ resolve() }); }) }; https://developer.mozilla.org/en-US/docs/Web/API/Document/fonts
  20. 1 point
    Howdy! I am finally starting the process of upgrading to PIXI v5. I have a few custom renderers written in V4, and made use of glCore.GLShader, glCore.GLBuffer, and glCore.VertexArrayObject quite heavily. In V4, I could import glCore from `pixi.js` and have what I need. In V5, is glCore still packaged with PIXI? If it is, where can I find it? If it is no longer included, does V5 provide similar helper methods or objects to make building custom renderers easier? I am aware of the migration guide: https://github.com/pixijs/pixi.js/wiki/v5-Migration-Guide but it doesn't go very low-level. Thanks!
  21. 1 point
    I don't know if Pixi's loader deals with this problem, but browsers will never actually load a font until they're requested to display it. In the past I've had to solve this problem by creating a hidden HTML element that uses the font, just so that the browser is prodded to load it. Here's code I've used in the past to fix this problem: https://github.com/kittykatattack/hexi/blob/862cb6f7773d80d7f67f7314855593f7f0e680bd/src/core.js#L415-L455 I've done tons of research on this problem in the past and this was the best solution I could find ... but this was a few years ago - hopefully there's a better solution out there.. ?
  22. 1 point
    jasonsturges

    Extending PIXI.utils

    Are there some examples of extending PIXI.utils namespace? Taking a look at Pixi's debugging and editor tools, the Free Transform Tool appears to extend PIXI.utils - cool library, looks pretty alpha without npm or webpack. Just references PIXI in a global scope and attempts to prototype utils. If I want to extend Pixi through utilities, or maybe just provide webpack module libraries through npm, any recommendations such as good example projects to follow?
  23. 1 point
    ivan.popelyshev

    Extending PIXI.utils

    Example of what can go wrong with pixijs + webpack + plugins: https://github.com/pixijs/pixi.js/issues/6208
  24. 1 point
    ivan.popelyshev

    Extending PIXI.utils

    Extending such way its supported with webpack is difficult. Most of my plugins work like that: import * as PIXI from "pixi.js"; global.PIXI = PIXI; require("pixi-spine"); then pixi-spine takes global PIXI and adds "PIXI.spine" inside, and also a few methods for existing classes in pixi. You can use the same approach - make a library that works with global pixi. In future we'll provide a way that is free of problems like "there are two versions of pixi in node_modules now", we have some problems with peer dependencies. Right now dont focus on webpack and just do this thing.
  25. 1 point
    Geert

    Which Game Engine to use

    Hi, I am planning on making a multiplayer platformer, much like the Mario Royale game that was such a hype a few months ago (gameplay wise) https://www.youtube.com/watch?v=cgmNQ5zPuSQ. It will be for mobile and I want to be able to add juicy animations, particles and art to the game in a way that is not too time consuming. What is the best game editor/engine for HTML5 to do so? Best Regards, Geert
  26. 1 point
    @ivan.popelyshev Minus multi-selection, that's a perfect match. Thanks! Really appreciate all the support you provide.
  27. 1 point
    ivan.popelyshev

    update my video

    far.texture = PIXI.Texture.fromVideo('img/sd9.mp4'); That'll work too. Regarding your current problem, it looks like double-destroy Destroy the same thing twice somehow, you can debug it with chrome devtools. PixiJS doesnt have any guarantees against it, its open-source library and not some huge monster adobe product with a hundred people working on it constantly
  28. 1 point
    plicatibu

    Monetization of Telegram games

    Does any one have experience that could share about Telegram games? Thanks.
  29. 1 point
    Perdixo

    Displace image borders

    Hey @ivan.popelyshev, Thanks for the answer! Sorry but i'm new to webgl and PIXI, so i might have some more questions.. I'm not sure to understand how to do this. For the canvas, i guess i might change its size in my constructor by changing this line this.app.renderer.resize(parent.clientWidth, parent.clientHeight); But i couldn't find how to use the `containerfilterArea = app.screen` .. For the last part i've read about it, i might have to create a plane that i'll reuse each time so only one animation car happer at a time right? Thanks for your time 🙏
  30. 1 point
    tosuto

    [WIP] STΔRBOMBΔ

    Hi all ! I'm currently working on a bomberman-like game, full of traps and special items and up to 10 players (objective: 100 players) The game is currently under development and we have a lot of plans to enhance it: new mods and modding engine new heroes, skins, biomes manage your account, friends, group host your local games and much more... (made with pixi.js, react & howler for the frontend) Play right now here: https://beta.starbomba.io/ Hope you'll enjoy and feel free to discuss
  31. 1 point
    There are some extra workflow benefits of using an atlas. These might be more tangible than modern marginal blitting performance gains? Separates concerns between what is a production asset (e.g. the raw png) and what is a build asset (e.g. a pngquanted atlas png representing a collection of production assets) Reduces file volume, repository overheads and other potentially slow directory-listing-style issues (these can be painful when dealing with thousands, or tens of thousands of frames) Can be faster to export from animation tooling, and easier to manage in code for technical animation (if using name based states and frame counts) Represents a standard of sorts, which can allows animation artists and QA to test animations in other environments or applications independent to a game which may be work-in-progress Reduces runtime network calls which can significantly improve loading performance for players (and therefore retention) Can significantly reduce runtime-memory by using best-fit heuristics (e.g. removing most of the blank spaces around individual frames, or de-duplicating frames) - which can improve runtime performance dramatically if memory is otherwise exhausted These can add up to sizeable development and runtime performance gains. Drawback is that there's an extra step in the workflow, and potentially another license dependency / fee. There are some capable free tool options, and the commercial tools are usually worth their price. For our games we don't atlas "everything", and there's plenty of reasons why balance and case-by-case decision is important. But we do favour atlases for animation collections.
  32. 1 point
    I'll try to do a little benchmark here, but I don't believe it does. Hopefully someone with more experience will pop up! An obvious advantage of atlases is that you can fetch many sprites with just one request, which is inherently good.
  33. 1 point
    I've been trying to sort this out for a bit. I'll try to keep it simple. I'm using pixi-layers & pixi v4. I have Sprites that use a texture (generally png) as a light. This gets added to the stage and assigned to a sorting group. Layering works fine at this point. Next is ambient lighting, it's also added to the stage at the highest zIndex and assigned to the sorting group so (obviously it renders above everything else). Next each light has a mask that is based off of the Sprites texture. This gets added to the ambient lighting container. Herein lies the problem. The mask in the ambient lighting container, of course renders at the same zIndex that the ambient lighting container is at and not at the zIndex that the light sprite is at. The mask should render at the same zIndex as the light sprite. Any suggestions on how to go about this? Thanks! I've attached an example screenshot of my current results. As you can see the light sprite renders at the proper zIndex (lets say 3 for example). The tree renders at zIndex 4 for example. The mask renders above the tree (which it shouldn't).
  34. 1 point
    Hope this makes sense, thanks!
  35. 1 point
    XHH

    Need help with shader code

    Ok this helps a whole lot. Thanks! For the int constant I ended up putting `#define focusDetail 7` at the top instead of using js interpolation, but I do understand the benefits interpolation can bring. Edit: I made some small changes to compensate for alpha blending (I think that might be the right term). I'll post it here in case someone else wants to use this. I'm using this on a container where it's filterArea = app.renderer.screen and center is a uniform passed in. precision highp float; varying vec2 vTextureCoord; uniform sampler2D uSampler; uniform vec2 center; uniform vec4 inputSize; uniform vec4 outputFrame; uniform float time; #define focusDetail 7 void main() { float focusPower = 10.0; vec2 fragCoord = vTextureCoord; vec2 uv = fragCoord.xy; vec2 mousePos = (center.xy - outputFrame.xy) / inputSize.xy; // same as * inputSize.zw vec2 focus = uv - mousePos; vec4 outColor; outColor = vec4(0, 0, 0, 0); for (int i=0; i<focusDetail; i++) { float power = 1.0 - focusPower * (1.0/inputSize.x) * float(i); vec4 c = texture2D(uSampler, focus * power + mousePos).rgba; if (texture2D(uSampler, focus * power + mousePos).a > 0.0) outColor.rgba += c; else outColor.rgb += c.rgb; } outColor.rgba *= 1.0 / float(focusDetail); gl_FragColor = outColor; }
  36. 1 point
    Centaur interactive provides a good quality of virtual reality service for architectural design. VR architecture helps to meet the requirement and get a perfect result. Virtual reality technology has many advantages for architecture. by using virtual reality in architectural department helps you to fulfill the customer's need in a short period.
  37. 1 point
    Nice, I didn't know that!
  38. 1 point
    Sorry, I've forgotten to specify that is designed for mobile. The game pad is a phaser plug-in, under MIT license, I've found on github: https://github.com/ShawnHymel/phaser-plugin-virtual-gamepad
  39. 1 point
    i asked because there was no warning on desktop and the game ran straight to fullscreen . I like the pad on mobile, very smooth.
  40. 1 point
    khleug35

    Ropes Game

    Fling, Tap and hold to swing on yellow Circle and collect the hearts attain request the target amount. Flip tiger laughing like a spiderman. Play Here https://superfranco.itch.io/ropes-game Android Version: https://play.google.com/store/apps/details?id=io.game.ropesgame How to Play: -Tap and hold to swing on yellow Circle. -Collect the hearts until attaining request the target amount within a limited time. -Avid the Bomb -Complete all 12 Levels Credit: Graphic Download By: CraftPix.net https://craftPix.net OpenGameArt https://opengameart.org/ Music By bart: https://opengameart.org/content/jump-and-run-tropical-mix Inspiration: https://triqui.itch.io/gems-n-ropes Engine: Panda2 P2.js
  41. 1 point
    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.😁
  42. 1 point
    bma73

    RevoltFX - Particle and Effects System

    We have just released RevoltFX - a framework to create stunning particle effects. You can create particle emitters and time based effect sequences and nest them all together. Check out some samples https://samples.revoltfx.electronauts.net/ Get the library on Github https://github.com/bma73/revolt-fx To create your own effects use the RevoltFX online editor https://editor.revoltfx.electronauts.net/ Get the editor on Github https://github.com/bma73/revolt-fx-editor
  43. 1 point
    I am also a GD publisher and developer since March 2018. And I also work with many other game distributors like Cloud Games, 4J, SoftGames, Famobi, CrazyGames, ... and Gamedistribution. Actually, up to now, June 06, 2019, I was work hard with GD. I have earned some money monthly and I also delayed my payment on GD. I really understand this problem when we have not recived money as well as myself efforts. So, I have plan to write a personal blog that shares all revenue of some game distributors and personal reviews about them. The purpose I write this review for new people who want to join in games entertainment industry. I will post my review on my blog about report my monthly earnings as well as games developer experience. (Follow me on FB and TW page)
  44. 1 point
    Hi, recently i moved from Phaser 2 to Phaser 3 and i started some new project. Here is my problem: In Phaser 2 its easy to add text to sprite like this: var sprite = game.add.sprite(...); var button_style = { font: "27px Verdana", fontWeight: "bold", align: "center", fill: "#000000", stroke: '#ffffff', strokeThickness: 2 }; button_text = game.add.text(0, 0, 'blabla', button_style); sprite.addChild(button_text); After few days i am very tired of searching to get solution on Phaser 3 to add text on sprite. Can anybody help me please ? Thanks in advance.
  45. 1 point
    Where do you make more money? I focus on things which has monetary returns If you are just doing it part time as a hobby then why to focus on only one thing? And if you are making money from it, then why to dump it for something you don't know yet.
  46. 1 point
    rich

    In-Game Advertising for HTML5 games

    Mochi for Flash? Which decade are you living in?
  47. 1 point
    b10b

    In-Game Advertising for HTML5 games

    The beauty of web is that we can advertise whatever we want in our HTML5 games. There's no need to rely on third party ad-networks who insist we accept a fraction of the publishing value (while running the risk of not getting paid because of some vague violation claim upstream). That being said, I'd never recommend putting ads in a game that wasn't being played at least 20,000 times a day. Regular ads are usually counter productive to growth - so best to keep them away from early stage games.
  48. 1 point
    dimanux

    Skate Hooligans

    Yeah! We've updated the game with 3 new characters and 3 new skateboards! Meet J., Darla and Tommy. They can be unlocked with their tokens from Lucky Box. The game has been released 4 months ago, and there is some statistics again: 6.8 millions of players 17.8 millions of plays About 85k daily players More than 20k websites embedded the game 13.84 TB of data has been served by our website for the last month, thanks CloudFlare for this We use CPMStar for ads yet, it serves about 300k requests each day at the moment, but average eCPM is 0.21$ for now Asana has raised the website from 4mln to 455k position
  49. 1 point
    Sure, please see the screenshot We have 10 apps in total with Admob for in-game ads. There is no any promotion of these apps except the links on our website. So the traffic is very low and the revenue is low too