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Showing content with the highest reputation since 07/12/19 in all areas

  1. 4 points
    enpu

    Video plugin

    Play MP4 videos in your games. Download: https://www.panda2.io/plugins/video
  2. 4 points
    vornay

    Google GameSnacks

    https://www.gamesnacks.com "Bite-sized HTML5 games, accessible to everyone." https://www.gamasutra.com/view/news/358551/Google_wants_to_bring_HTML5_titles_to_lowend_devices_with_GameSnacks.php "Google has announced a new HTML5 platform called GameSnacks that's designed to help devs bring quick, casual games to any device."
  3. 4 points
    Hey. Some info from us. Please note this is an info for a full catalog of our games (88 titles in total, 5 new games added in 2019). Browser Html5 games - we (team of 5) make a living out of it. Some licenses, some b2b deals, some ads. Facebook Instant Games - was super nice in 2018. In 2019 our reveue from games (old and new) is rather small. Still makes a little sense to publish new games there. Mobile games - zero. null. nada. Not a single dollar.
  4. 4 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
  5. 3 points
    jeroen

    Pixi.js Showcase

    I just finished my coloring app! Browser / iOS / Android It took a while with some years inbetween. Aaaalll the way back in 2017 I was trying to get some basic drawing going and got it working with the help of Ivan. Thanks @ivan.popelyshev ! Looking back at this example, it's pretty much the same as in the app. Thanks for the amazing library and all the support on these forums! it's been really helpful
  6. 3 points
    sanojian

    Fake 3D models in Phaser 2

    I got tired of looking for animated sprites for every game, so I decided to make a little fake 3D engine for pixel graphics. Now I can code my own procedural animations I am hoping to use this is in a variety of games I am working on, including a little fantasy mmo.
  7. 3 points
    coder2012

    Hangman - Pixijs and Effector

    Hi, I wanted to share a small game I made to try out Effector the state manager with Pixijs. hangman demo I wrote an article about it also Read more
  8. 3 points
    wincent95

    Pixi.js Showcase

    I built this website that was projected on to a transparent touchscreen for an exhibition at Museum of Science and Technology in Stockholm, Sweden. It might be hard to see in the video but visitors are challenged with a range of ethical questions about technical and medical development at three of these stations. I mainly used Pixi for all the great filters like Pixelate and CRT. It really worked out great! The whole project took 1 month from the first line of code till the premiere. Just when the exhibition launched, the museum closed due to covid-19. Fortunately it’s going to be around for 3-5 years hyperhuman.mp4
  9. 3 points
    Concept Artist for Hire Specialising in Environments and Keyframes I am an experienced concept artist in the Game and Film/TV industry. I specialise in environments, keyframes, architecture, creature design and characters. I am currently looking for long-term freelance projects but happy to do short ones too. Alternatively, I am happy to just do some black and white sketches or some colour grading/storyboarding/etc - just get in touch!I have included my work below and my website, please feel free to email me, message me on ArtStation or on Discord to discuss the project and rates.Website: http://www.elliejcooper.co.uk/ArtStation: https://www.artstation.com/elliejcooperEmail: enquiries@elliejcooper.co.ukDiscord: Ellie#8157Portfolio: (Please look at either my website or ArtStation for more, or for better quality).
  10. 3 points
    Luke@Cocos

    The future of web games

    HTML5 is growing wildly in China as many games were placed on hold during the new regulations last year. More and more developers started to build games using the WeChat environment which we helped build that works off the HTML5 library. So many developers were building and continue to build games for that and now other phone companies like Oppo, Samsung, vivo, Huawei, Xiaomi, and others are building mini app marketplaces that work perfectly with HTML5. With 5G also coming, speeds are at a point in some countries that downloading a game will be as fast as opening a native app. I think we are on the edge of something great. So don't be worried for the future.
  11. 3 points
    https://valhallaepisodes.com/ This is the first game I've ever made and released to the public. Made in Phaser 3, using React for UI elements. Full list of all technologies are available in game. It's an adventure puzzle game adapted from an old Amiga game of the same name; You must guide the Prince through the castle in order to Reach the Lord of Infinity and take your rightful place on the throne. You must think both logically and laterally to complete your objectives. Hi. This is my very first game created, and I'm happy to take any constructive criticism you guys can throw at me
  12. 3 points
    8Observer8

    Javascript Courses!

    I like to learn by practice with writing simple games. Start here: 2D breakout game using pure JavaScript
  13. 3 points
    plicatibu

    Javascript Courses!

    I recommend you give a try here: https://javascript.info
  14. 3 points
    dimanux

    Relic Runway

    RELIC RUNWAY Are you ready for crazy adventures? Run as far as you can, collect coins, upgrade useful bonuses, pick up parts of ancient relics, unlock amazing characters, and compete with your friends to be the best relic runner! LINK: https://gemioli.com/relicrunway/ MAIN FEATURES: Beautiful and dangerous Inka Ruins 10 brave heroes to unlock A lot of ancient relics to discover on your way Play with your Facebook friends And it's free for embedding on your website <iframe src="https://gemioli.com/relicrunway/" name="Relic Runway" width="640" height="480" frameborder="0" scrolling="no" allowfullscreen="true"></iframe> Please contact us at contact@gemioli.com if you have any questions, suggestions, etc.
  15. 3 points
    b10b

    Everything to create fb instant game

    I'll have a stab at these as I like to snapshot my view on things periodically ... Yes and yes. Pixi has a very decent power to size ratio and solid compatibility (v4.8 may be wisest in 2019?). For a competent developer capable of spinning their own game structure Pixi is ideal for a lightweight browser game. Coming in at less than 5MB total for your IG is wisest. Red tape aside, it's possible but improbable to make money releasing a single game. Primary monetisation choice with FB IG is in-game ads (which are a low value transaction for a developer and an intrusion to the player). In-game purchases have more value but will require significant retention first. Or consider indirect value generation such as consultancy services, brand building, learning for the next game? FB IG is inherently multiplayer (async). Within the SDK are context (group) leaderboards, notifications, packet sharing (challenges). That being said the vast majority of initial plays will be in solo mode, so a compelling single player experience is necessary for retention. Get creative for the crossover! For more advanced multiplayer use a custom backend. Having some separation / abstraction from the Facebook SDK might be wise in case other markets are a better fit for your game? For Multiplayer specifically? Yes there's a TicTacToe example that covers the basics of a client-server model. My advice is play some of the popular titles, understand what the FB IG audience seem to be attracted to and how other developers are leveraging the SDK to create retention and monetisation - warning, some of it can be ugly. Iterative development is going to be crucial, however you'll likely only be promoted once - so use it wisely, and use each territory to run a split test. Or build several games and apply the learning from one to the next etc. If you haven't built dozens of games already, FB IG probably isn't for you yet? Imo there are better platforms that can help evolve game development skills and player retention mechanics. Instead see FB IG as a specific audience with a specific style of game - developing a game precisely for that might work out very well (FB has a HUGE potential audience after all). Imo Messenger games should be about decorating a conversation, in the same way filters decorate a photo. So quick, contextual, personalised, fun, indisposable. That's not necessarily a standard casual game, so changing some assumptions and expectations may be wise. Just my advice, your mileage might vary!
  16. 2 points
    If anyone is interested, I solved this by importing the json file and then using the Spritesheet class, as per this thread https://github.com/pixijs/pixi.js/issues/4029 import mySheetData from '../mySheet.json'; ... startLoad(){ this.loader.add('main',mySheetData.meta.image); this.loader.on('complete',this.loaded.bind(this)); this.loader.load(); } loaded(){ let mySheet=new PIXI.Spritesheet(this.loader.resources.main.texture.baseTexture,mySheetData); mySheet.parse(() => { myResources=mySheet.textures; }); } ... this.background=new PIXI.Sprite(myResources["background.png"]);
  17. 2 points
    Exca

    PIXI Sound mp3 loop 'pause'

    The mp3 looping problem is caused by the format. It can be mitigated by fiddling around the original sound source and compression: https://www.compuphase.com/mp3/mp3loops.htm I'd suggest using multiple formats and drop them based on browser support. Most of the audio libraries have alternateExtension -configuration (or something similar) to handle this. I usually go with ogg as first choice and then mp3 for those that dont support ogg.
  18. 2 points
    Zealot

    pixi-layers : PIXI is not defined

    @charlie_says thank you for your answer, even though it didn't work in my case, it putted me on the way to what @bubamara said, I had actually found the solution but a bad config in my webpack conf was compiling the code in the wrong location 🤦‍♂️ So yes: simply providing PIXI through the webpack config is the way, thanks everyone for your help.
  19. 2 points
    I make a Kaiju Strategy game called Kaiju Krashers. Please let me know what you think of it, I'm open to all criticisms. I'll be complete soon and available for licensing.Controls-Arrows- MoveZ- Move BackX- Atomic BlastR- Restarthttps://retrobolt.github.io/KaijuKrashers-V1.0/
  20. 2 points
    serhiic

    Pixi.js Showcase

    Hello guys, I hope everyone is okay in these challenging times. Currently, I'm working on a (kinda) PIXI layout editor focused on the spine plugin pixi-spine.web.app and would love to get some feedback on it as replies to this post or through this form Thanks
  21. 2 points
    enpu

    [Panda 2] Woriar

    Hello all, I started this project while ago and, like some many others, never got it finished. Since i think it's pretty playable and shows the capabilities of Panda 2, i would share it with you. Hope you like it! Play here! Tested with latest Chrome on desktop. Made with Panda 2 game development platform.
  22. 2 points
    Every time I check FBIG I see many of our games. Thousands of plays, hundreds of thousands of ad-impressions. Cool ... right?! However, we never posted them there? They are ALL Intellectual Property and Licensing infringements. We receive $0. So we submit a takedown notice, on a per-app basis, and in fairness to FB the game usually goes soon after. It's a slow and tedious process, designed to "check-the-box". I expect the perpetrator receives no income from their dodgy deed, and they are likely inconvenienced with a suspended account? But, next day, same deal - new user, new thumbnail, new game name, new app id - still our same IP being violated. There is no apparent progress by FB to improve the situation, refine the review process, take responsibility and clear up their publishing mistakes? This might be defensible if Facebook wasn't making money from these circumstances, or if the same content wasn't being re-published and "takedown"ed on multiple occasions. Derivative and plagiaristic heuristics exist (as is seen if a video with non-licensed music is posted to Facebook) - it would be trivial to run a source code pattern match against previously submitted takedowns, and flag those in need of scrutiny. Such a routine might even improve the signal-to-noise-ratio on the plaform (and improve user-experience and eCPM for legit games)? For anyone else impacted by similar issues the direct reporting link is: https://www.facebook.com/help/contact/634636770043106?helpref=faq_content You'll need to be a member of Facebook to report Facebook's "violation or infringement of your rights".
  23. 2 points
    @b10b Sorry for the inconvenience caused. Things should get better very soon though.
  24. 2 points
    Hello everyone, a few important comments here: 1. Bestgames is gamemonetize, I will not address their accusations as they add nothing to this thread and is just trying to defamate our image. 2. The report dashboard shown is probably a bug, you should contact us directly and we will fix whatever is needed. 3. Revenue drop: It is natural to see less revenues than nov-dec. I will explain why: this industry monetizes games with advertising. Advertising depends on demand (advertisers) and seasonality (periods people spend money). The beginning of the year you will always see less: impressions, ecpms, hence revenue. This is not our fault, but how the advertising industry works for decades now. If you are working with other partners, you will also see the same behavior. 4. Again on the transparence of our company: We recently aquired Spil games, top 1 player on web games for decades now, you can see the news here and in dozens of other sources: https://www.gamesindustry.biz/articles/2020-02-12-azerion-acquires-remainder-of-spil-games Working with Game Distribution has become even better now that we have the power of Spil games portals to provide your games more visibility. Please bear in mind that not all games will make money and work out, this is the same on every platform, not just the web. Quality over quantity is very important. We respect your decisions to discuss, expose and decide whether to work with us or not as long as we are having a healthy conversation around the gaming industry. We work with literally hundreds of game developers who are quite happy with us and I am proud to say our service has improved a lot since last year, and will still keep improving. Any questions or topics, you know where to find me. Iuri
  25. 2 points
    blackmoondev

    Google GameSnacks

    We have two games on the platform. It's pretty nice and cool, the api isn't very hard to add. Process of dealing with Google is quite long though (as you could imagine).
  26. 2 points
    Hello! There's one small isometry demo: https://pixijs.io/examples/#/plugin-projection/iso-basic.js However that's not how I usually do isometry. Usually I just use Y scaled by 0.5. You even don't need those "x+z" "x-z" coordinates, if you want to make tiles - take whole two-dimensional array and remove "odd" cells. Like, use only "black" cells of chess board. Then the only problem is to detect which tile is under mouse, but then it will be the only place where you have a isometry math. Everything else is just "x=x'; y = y' / 2" I have many things to tell about isometry: how to sort elements, how to make walls on tiles and intersect/sort them too, but I want to sleep. Try to do something, then I'll give you more info. and Welcome to the forums!
  27. 2 points
    That was true many years ago, but not any longer. Standart HTML5 output from Unity is effectively a WebAssembly blob that runs in all modern browsers, and it's possible to hook it into other Javascript (in or out) quickly enough. It has it's advantages and drawbacks. The new tooling, aka Tiny, is using ECS approaches to modularise things to an atomic level - and is very smart if you are impressed by such things. But the takeaway is there's really no current reason to think that the output from Unity can't be as efficient (or more so) as something like Phaser given some of the techniques it now employs. It's just that most developers aren't especially efficient in using the tools available As for the other points I think there's big risk in explaining "all the ways to make money" because most will result in high hopes, reality crunch, and loss. Why? Because it's easier than ever to make a game, so it's harder than ever to make a dollar from that game. Instead move creative thinking to value generation: find a problem, fix it, get paid, repeat.
  28. 2 points
    Hi @Reborned, I asked the policy team to look into it. Let me get back to you when I have more information.
  29. 2 points
    nice editor dude ! very nice !
  30. 2 points
    Hey ivan (thanks for your help) I thought i'd throw an update to this. I've sorted out a majority of the issues just some polish left. I've linked to a video to see the result of what i've been working on. Any thoughts? Suggestions? If anyone else has run into this issue, reply to this topic and i'll setup code examples. https://nyrion.ca/Cyndar.mp4
  31. 2 points
    @Stephan hehe! @Wolfsbane, ... UPDATE : Preloader is working as intended, no issues as I thought.
  32. 2 points
    Here it is, a small System Text plugin with 3 features: 1) typewriter effect 2) strokeColor (border) 3) example how to use gradient colors with systemText in Panda. Please note that I included a custom font in the project to achieve the second and third example. See the demo project for files ans details at: https://github.com/stephanvermeire/systemtextplugin Quick example (typewrite effect not working here because it is a static image): systemtextplugin.js game.module( 'plugin.systemtextplugin' ) .require( 'engine.renderer.text' ) .body(function() { game.SystemText.inject({ /** Enable typewriter-effect @default false **/ typing_effect: false, i: 1, /** StrokeColor of the text. @property {String} color @default #000 **/ strokeColor: '#000', /** Width of the text stroke. @property {Number} color @default 0 **/ lineWidth: 0, _renderCanvas: function(context) { var wt = this._worldTransform; context.globalAlpha = this._worldAlpha; context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * game.scale, (wt.ty + this.size) * game.scale); context.fillStyle = this.color; context.font = this.size * game.scale + 'px ' + this.font; context.textAlign = this.align; context.strokeStyle = this.strokeColor; context.lineWidth = this.lineWidth; if(this.text === undefined) return; var lines; if(this.typing_effect){ lines = String(this.text.substr(0, this.i)).split('\n'); if(this.i <= this.text.length){ this.i++; } }else{ lines = this.text.split('\n'); } for (var i = 0; i<lines.length; i++){ context.fillText(lines[i], 0, (i*this.size) ); if(this.lineWidth){ context.strokeText(lines[i], 0, (i*this.size)); } } } }); }); main.js game.module( 'game.main' ) .require( 'plugin.systemtextplugin' ) .body(function () { game.createScene('Main', { init: function () { //typewriter demo new game.SystemText('Lorem ipsum dolor sit amet,\nconsectetuer adipiscing elit.\nSed posuere interdum sem.', { size: 50, x: 0, y: 0, typing_effect: true, }).addTo(this.stage); //custom font with strokeColor new game.SystemText('Lorem ipsum dolor sit amet,', { font: 'SoSweetHoney', // align: 'left', color: '#2d963b', strokeColor: '#a2e65e', lineWidth: 2, size: 50, x: 0, y: 300, }).addTo(this.stage); //gradient font color const color = game.renderer.context.createLinearGradient(0, 0, game.width, 0); color.addColorStop(0, "#f47c35"); color.addColorStop(1, "#e6e650"); const strokeColor = game.renderer.context.createLinearGradient(0, 0, game.width, 0); strokeColor.addColorStop(0, "#a2e65e"); strokeColor.addColorStop(1, "#3577ca"); let test = new game.SystemText('Lorem ipsum dolor sit amet!', { font: 'SoSweetHoney', lineWidth: 2, size: 50, x: 0, y: 500, }).addTo(this.stage); test.color = color; test.strokeColor = strokeColor; } }); }); index.html <!DOCTYPE html> <html> <head> <meta charset="utf-8"> <title>Panda 2 - SystemText</title> <link rel="stylesheet" href="style.css" media="all" /> <script type="text/javascript" src="src/engine/core.js"></script> <script type="text/javascript" src="src/game/config.js"></script> <script type="text/javascript" src="src/game/main.js"></script> </head> <body> </body> </html> Note that you have to include the fonts directory as well as the style.css file in your project to make the custom font work!
  33. 2 points
    https://github.com/tleunen/pixi-multistyle-text Use this one!
  34. 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/
  35. 2 points
    ohmed

    DatTank multiplayer webGL game!

    this one is nice
  36. 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.
  37. 2 points
    I want to share a small PDF booklet with JavaScript coding challenges: https://codeguppy.com/site/download/50_coding_challenges.pdf These coding challenges are designed for beginners and intended to offer the foundation that they may need when developing mini-games on https://codeguppy.com or any other platform.
  38. 2 points
    i was made this demo, maybe it will be more revelen with class https://www.pixiplayground.com/#/edit/WqMGLC7M3Fre3boCU1c1b
  39. 2 points
    Hmm, moving server broke this feature, but I've enabled it again (along with SSL, which also broke for some reason). So now, you can upload things again.
  40. 2 points
    PIXIEDUST CATBOX

    Relic Runway

    This is an impressive game, and fun to play. Good job.
  41. 2 points
    That's nice using particles. Looks great. Using a shader would also be an option for water simulation.
  42. 2 points
    One thing you may want to try and do is some more research regarding tile map engines. There are probably some GitHub repos for some. This way you can better learn how others are doing it. I have built tile map and scrollers a while back. The engine core itself was very different, since the engine was C++/OpenGL and specialized to handle it. Whereas in your case, you're using an existing engine and its methods to draw. If you are still truly destroying/creating 500 sprites per frame, you should rewrite your algo now. You definitely want to have a sprite pool you render from. Think of the problem as paging in 1-2 rows or columns. For most cases, those are your deltas. Take the simplified case of moving in the X axis. In this case, as you move to the right, for example, you will eventually hit the point where you will need to page in a column to the right. You can achieve this by simply grabbing the leftmost column and rebinding the texture (no destruction or creation) and updating positioning. Note at this moment I'm ignoring z order. The trick here is your overall tile area needs to be larger than your viewport so one doesn't see either side pop in or out. Now much overdraw will be dependent on individual tile size and the max speed you need to scroll through your map. Your "worse case" will be 2 dimension movement where it triggers both row and column swapping. However if you think about the problem more. You are no longer modifying 500 sprites. Rather in your case, about 150 sprites. Note in your code, you do far more than 500 sprites, you're doing 1250 sprites, but for consistency I'll use 500 as the high end number. This means that for the 350 other sprites, they should be "correct" and don't need adjustment. Now you have to address z order. You could opt to re-build z-order each round. The problem area really are when you need to insert versus append/push, since depending on implementation, that will move memory (unless it's a linked list ... I have't looked at the code). If it is a linked list, then it should be relatively cheap, but based on Ivan's comment, it sounds like it is not. One partial "cheat" you could do for draw order too is to have layer containers in your master container, and use that for your z. Note you'll still need to sort that. The other thing is clever art usage can minimize how much sorting is needed. A thing to look out for is how non-world objects interact. So, for example, if characters can look like they are "behind"/occluded by tiles, you need to have a method to control that draw order. In short: - Look for other tile engines and see if you can find some code to study. You want approach, engine type doesn't matter so much. You need to understand the basics of that type of engine more. - Don't destroy/create per frame. Reuse. In general this is a good rule. If you find yourself creating and destroying objects a lot during normal runtime, you should scrutinize your technique. This is not to say you never can do it. I do have some games where I actually create and destroy on the fly but it is for a handful of objects on a custom C++ engine. - Embrace object management. This is the unfortunate responsibility of the game dev. Sure you want to try and avoid it when possible, but world management ... in particular ones which incorporate a lot of animating visuals need to be managed.
  43. 2 points
    PunyGames

    Why did the forums move?

    I am not sure on Discourse policy of sharing data with 3rd party, but you can't really escape tracking. Most websites use Google Analytics. Your best bet is probably using Firefox with disabled tracking, using throwaway email for each service, (+ KeePass so you do not have to remember) and VPN.
  44. 2 points
    Usually its good to use "position" because it affects transform and not the shapes inside graphics. But in your case, you have to rebuild shape every time because UV's are changing, that means you have to change ONLY the shape, not the position. store position somewhere else, not in "position" field. this.brush.position.set(0, 0); this.brush.clear(); this.brush.beginTextureFill(this.resources.t2.texture); this.brush.drawCircle( event.data.global.x, event.data.global.y, this.currentWidth ); this.brush.endFill(); If you want to apply brush multiple times you can just drawCircle multiple points in it. I'm not saying that its best practice, but just if you understand how transforms and texture shift work (and they work like in a Adobe Flash), then this method is probably the best for the case. There's also "matrix" param in beginTextureFill that can help you . Of course when you experiment more, you can start using position + custom matrix inside beginTextureFill but at this point im afraid to suggest that, it will only confuse you.
  45. 2 points
    Hello, and welcome to the forums! I like drawing apps and i helped with several before. Basically, you want a textured brush, right? Graphics.beginTextureFill might help with that, you just have to clear() and drawCircle(x, y, r) every time you draw a brush. Usually I use multiple brushes (whole stroke!), and render() a container that has them - its more efficient per frame. There are other tricks, like, how to make transparent (alpha=0.5) brush and not override brushes in the same stroke. As for your original question - you have to wait some time before someone reponses, because my telepathic abilities aren't enough. My post was written without preparation, i didnt even look at your demo yet. Precise answer takes time to prepare.
  46. 2 points
    Igor Georgiev

    Load all assets in a folder

    How about a script like this: var fs = require("fs"); var list = fs.readdirSync("game/static/assets/audio"); var dynamicAssets = "{\n \"paths\":\n ["; for (var i = 0; i < list.length; i++) { dynamicAssets += "\n \"/assets/audio/" + list[i] + "\","; } dynamicAssets = dynamicAssets.substr(0, dynamicAssets.length - 1) + "\n ]\n}"; fs.open('build/dynamicAssets.json', 'wx', (err, fd) => { if (err) { if (err.code === 'EEXIST') { console.log('dynamicAssets.json already exists'); return; } throw err; } fs.write(fd, dynamicAssets); }); and then you load them like this: let bootLoader = new PIXI.loaders.Loader(); bootLoader.add('dynamicAssets', 'dynamicAssets.json?version=' + version) let dynamicAssetPaths = this.app.bootLoader.resources.dynamicAssets.data.paths; for (let assetIdx=0; assetIdx < dynamicAssetPaths.length; assetIdx++) { let assetPath = dynamicAssetPaths[assetIdx]; let regExp = /([^\/\\&\?]+\.\w{3,4})/g; let assetName = regExp.exec(assetPath)[1]; PIXI.loader.add(assetName, "." + assetPath + "?version=" + version, {loadType:"XHR", xhrType:"blob"}); }
  47. 2 points
    I wasn't aware that you guys had done this in 5.1.1. So I enabled PIXI.SCALE_MODES.LINEAR and went back to the default DisplacementFilter and ... it worked perfectly. The new shader code I was so happy about is completely unnecessary (on desktops at least - maybe I'll still use it if I want to be ambitious about mobile support). Oh well, at least I learned a lot the past few days. Don't worry about missing my issue, I'm sure I'll manage to wear you down with a million other questions in the next few months. In fact, I already have a tricky one in mind - I'll start a new thread right away.
  48. 2 points
    ivan.popelyshev

    Pixi.Text v5.1.1 doesn't work

    Found it here: https://github.com/pixijs/pixi.js/wiki/v4-Resources https://www.adammarcwilliams.co.uk/creating-bitmap-text-pixi/ the only difference is that "BitmapText" is not in extras anymore.
  49. 2 points
    Hi M Yawer, We are adding in-game video ads in our (and partnered of course) unity webgl games, and publish to our network. The ads are setup to appear once every couple of minute, and they are coming with skip button. You can check some examples here, how the ads perform and show directly. Slope game Y8 Moto Loco HD racing game Y8 and others of our newest webgls which can be found here New Unity WebGL Game at Y8, order by date And if you are interested in the partnership, send me a message or reply here and we'll get that going for your game(s)