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Showing content with the highest reputation since 07/07/19 in Posts

  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
    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.
  6. 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
  7. 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
  8. 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).
  9. 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.
  10. 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
  11. 3 points
    8Observer8

    Javascript Courses!

    I like to learn by practice with writing simple games. Start here: 2D breakout game using pure JavaScript
  12. 3 points
    plicatibu

    Javascript Courses!

    I recommend you give a try here: https://javascript.info
  13. 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.
  14. 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!
  15. 2 points
    Here you go: https://codepen.io/ivanpopelyshev/pen/jOWLjKd Serious problems: 1. I converted uniforms to pixi format 2. cant just specify 'uvs' if you use default pixi vertex shader, according to source it needs aVertexPosition and aTextureCoord. 3. its better to use aTextureCoord in frag shader instead of gl_FragCoord and resolution Sugar 1. use pixi interaction instead of document mousemove. works when mouse is above mesh. In case you move mesh I added getLocalPosition (aka toLocal). If you want it to work even not above mesh, subscribe on "renderer.plugins.interaction" , not mesh. You can subscribe on stage , but stage might have not all screen. If you have background - stage will work of course 2. width/height specified in start of doc What I didnt do: 1. this demo needs margin:0 padding:0 overflow:none for body css, as always for fullscreen rendering apps For tasks like this its better if you clone pixi repo , open it in separate IDE window and search for classes that you use (i hope you know shortcut) . Its close to webgl calls and you should see how things are stored and then converted to webgl operations.
  16. 2 points
    it's 'Loader' with first capital letter and you need to change it for resources as well var loader = PIXI.Loader.shared; var resources = PIXI.Loader.shared.resources;
  17. 2 points
    llpujol

    Puzzle Astronauts Game - PixiJs

    I am developing a unique but really simple puzzle game that consist in just put all the players (astronauts) in the goal squares at the same time. Rules: All astronauts move at once. NOTE: Only puzzle games lovers would enjoy this game, so if you aren't, you can skip seeing it:). Some levels could be really challenging. Here it is: https://llpujol.itch.io/puzzle-astronauts Comments & improve suggestions are welcomed:), Hope someone could enjoy it:)
  18. 2 points
    trsh

    Cross origin problems with video

    I needed to add: const myLuckyVideoElTmp = document.createElement('video'); myLuckyVideoElTmp.preload = "auto"; myLuckyVideoElTmp.setAttribute('crossorigin', 'anonymous'); Now it works
  19. 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.
  20. 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.
  21. 2 points
    Never mind, this can be handled by @expo/browser-polyfill
  22. 2 points
    Hello guys and basically this topic is for you guys/developers that upload games on gamedistribution so, I read too many topics with gamedistribution and all you guys/developers that you read all bad comments, "gamedistribution not pay me yet", "gamedistribution this, that" but you still continue upload to this website and support it? Serious? And the funny is, upload too many games to get in 1-3 or more months ........ What/How earning? 50euros? Or less? They own complete chain in advertising. So officially you get 1/3 of the income of a game. But they get often 2/3 because 1/3 for gamedistribution but also 1/3 since they own big game portals like Kizi. But also: You get 1/3 of the net income. But the ads are sold by their own advertising company so they can control different between Gross and Net. So they get up to 70% and you get 15% ............ if you are lucky! My experience to them? -> Of course. I get ~100euros in 6months from 10+ games... And when i remove all and i upload to other portal, i get ~200euros in 1 month from 2 games only. Imagine how % you get from your games. Even your game is addictive, even is top of the top....... You still lose a lot money. So you can continue upload your games, no problem. And open topics again or post to ask for help. Send them unlimited emails, will answer when they want. Cheers. By the way, @GameDistribution Support I'm still waiting "success stories" ? Can you share some original-success stories? Remember? I post under your post in this topic (June 18): P.S 1: Why open this topic ? -> One (1) only answer : To help new developers and their games. I learn from my mistakes. Bad experience with this company and similar. So i share true stories, that's all. P.S 2: How know and share all this ? -> This is personal sorry but thanks to a friend, he knows. P.S 3: Am i wrong? -> As i said, no problem, you can still continue upload your games. Your results from your earnings is the only truth.
  23. 2 points
    b10b

    Pop-Pop Kitties

    We just finished POP-POP KITTIES, a kawaii styled bubble-shooter. The game is made with HTML5 and runs in the browser on mobile or desktop. https://b10b.com/poppopkitties/ Gameplay: Play a cute puzzle as you pop-pop all the kitties using strategy and reflexes! With 100+ challenging puzzles and adorable kitties this kawaii Match-3 Puzzle Shooter game will charm players for hours. Can you collect all the stars? Technical: Based on our earlier game (POP-POP CANDIES) this version is also made with Haxe + awe6 + CreateJS and designed to run on any device at ~30fps. Many of the assets originated from royalty free sources and most level designs came from a level pack designed for Frozen Bubble, so big thanks to contributors there. The levels (and star ratings) were sorted based on completion time of sample plays - so they should feel progressively harder. Commercial: We made POP-POP KITTIES as a followup to POP-POP CANDIES because (despite its unoriginality!?!) it was well received, played in the millions, with average play sessions beyond 45 minutes - it's the kind of game that once you start it's hard to stop! This game is available to play or license from our website: https://b10b.com
  24. 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/
  25. 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
  26. 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.
  27. 2 points
    Junkybyte

    Pixi.js Showcase

    Ivan, I want to share with you how much I appreciate your work, Pixi is an incredible library, I never wrote anything on the forum but I used it extensively these last months and your suggestions / answers have been a huge help. Thank you for the kind words, I really appreciate, if you ever actually refer it do it with a bit of salt, I'm pretty sure my usage of Pixi can be improved, when I started writing the library I had no prior experience with it and I learned on the road. Nevertheless I'm quite honoured have a lovely day
  28. 2 points
    Buizerd

    Pixi.js Showcase

    Two of my games were made with Pixi.JS. Zapper.io This is a snake style MMO that I released about 2 days ago. It features procedurally generated creatures and uses various filters to visually enhance the creatures. You can find it at http://zapper.io Ninja.io This is a multiplayer shooter with 3 game modes(currently), lots of weapons and many different worlds. This project has been online for a while but I still consider it to be an alpha version. Play at https://ninja.io Ninja.io world editor The world editor for Ninja.io is also made with Pixi.JS. It has lots of features and I've used it to create all the ninja.io worlds. I plan to release a more user friendly version to the ninja.io community at some point. The most challenging thing was to get acceptable performance for Ninja.io. I eventually found a way to efficiently combine mesh triangles in the world editor. Due to limitations of the editor, earlier versions of Ninja.io rendered every mesh triangle as a separate mesh, but this incurred an unacceptable performance hit. There is probably still plenty of room for optimization here but I just haven't really delved into the depths of the Pixi renderer code yet. Thanks a lot for making it publicly available, and I hope to be able to contribute at some point!
  29. 2 points
    plicatibu

    Google GameSnacks

    @blackmoondev Would you mind detailing us how is this process ? Thanks.
  30. 2 points
    yulijun

    Pixi.js Showcase

    How to make pixi.js game with webpack step by step. The tutorial is focus on how to build development environment from initizlize the project to publish the project. the tutorial is here https://github.com/proudcat/pixi-webpack-demo , welcome to star.
  31. 2 points
    mapacarta

    [Phaser 3] Rookie Bowman

    Game Link: https://www.kongregate.com/games/mapacarta/rookie-bowman Hi, I published my game on Kongregate yesterday. I hardly get feedbacks on there, so any feedback is appreciated. It is a platformer game with boss fights, collectible items, secret rooms etc...
  32. 2 points
    Hi @Reborned, I asked the policy team to look into it. Let me get back to you when I have more information.
  33. 2 points
    > ~100k Nodes/Edges Its not easy to join the club of 100k bunnies - you need your own high-level algorithms to work with pixi low-level smoothly. As an example - I'm working on complete implementation of Adobe Flash using PixiJS and mozilla shumway. My scope is ~500 vector elements with filters that can be cached and ~10000 animations played on GPU. `renderAdvanced` in PixiJS Container takes 50 lines, and its relatively sparse. Mine version of element renderer is about 2000 lines if I count all extra components I added for it. Its covered with hundreds of tests. Cache that tracks whether particular subtree wasnt changed is like React,except it can work on 60FPS and doesn't allocate memory like crazy. I implemented it based on all experience of Mozilla Shumway that was coded by~ ten people by 3 years and failed. Super-fast scene tree that doesn't iterate through all elements each frame to check if matrices has to be computed and which elements belong to which layer (z-indexing) - that's a huge problem. I made it using my algorithm expertise, which i trained in programming competitions. z-culling is another thing that is difficult architecturally, you can just take random gpu optimization and put it inside a scene tree. I don't know any other projects besides mine that use z-culling in 2d which seriously helps on old graphics cards like Intel HD 3000. There's also antialiasing for graphics - it doesn't exist in WebGL on RenderTextures, it exists only on WebGL2 and requires serious architectural changes to avoid huge memory consumption. I solved it due to undocumented feature that suddenly exists in all browsers, and I also implemented all that architectural nightmare on top of other optimizations - caches, filters, e.t.c. PixiJS version https://github.com/gameofbombs/pixi-blit/ will be released in a month or so, I focused on my private fork, cant share it yet. Interaction optimizations are based on bounds which based on super-fast scene tree. One step sideways and you'll have so many bugs that'll take year to debug. PixiJS bounds bugs exist after 8 years of coding. They are usual problem. I know how to make effective pixel-perfect interaction based on injection of mouse coords in shaders, but i dont know how to add something better like quad-tree without affecting code style badly, which, again, leads to big number of bugs. Now, you want 100k Graphics on scene with all those features, where Adobe Flash dealt with 10000. I think, with the scope you are asking, your project costs 1M$ Most of my work will be open-source, it will open doors for projects like you asking for, but right now you need to hire a team and spent more than a million $ on 2 or so years to get the product. > I guess what I am asking is, what are the communities recommendations when they need to show a large number of potentially interactive objects (Sprites/Graphics) on the screen at once? Write your own stage tree, its not that hard to just copy @pixi/display , @pixi/sprite , @pixi/graphics and pixi5-svg and go on. > but scaling to ~1M+ later on is not out of the question In your dreams. Ask https://phase.com/ how is their project going
  34. 2 points
    I don't have much experience, I started 1 and a half months ago to get involved in the web videogames market. At the moment I found 3 that tried and give profits, but I have few games myself. -Gamedistribution -Gamemonetize -Gamearter They could be called "alternatives" work the same way I think. Nice to help you, regards
  35. 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.
  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
    bruno_

    How many webworkers to create?

    I don't know any link that explains this directly. But web workers are not part of javascript. Web workers are a browser feature that you can interact via javascript. This means that when you want to process your code in the background, you tell your browser using a javascript api to do your work and pass back the result in the end. This background process works the same way as any background thread your browser executes. If you execute 100 web workers, the browser will use its web worker pool to execute your workers, the pool may have 10, 20, ?? threads, but probably not 100.
  38. 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.
  39. 2 points
    PIXIEDUST CATBOX

    Relic Runway

    This is an impressive game, and fun to play. Good job.
  40. 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.
  41. 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.
  42. 2 points
    Velith

    SpineBoy Mouse Track

    Hi, It should be something like that : // 0. Listen which Pixi mouse event that you want (here PointerDown) stage.onPointerDown = (pixiEvent) => { // 1. Get the bone/constraint that you want to move using mouse const target = mySpineObject.skeleton.findBone("target"); // 2. Modify it's coordinate with the mouse event of pixi target.data.x = pixiEvent.data.global.x; target.data.y = pixiEvent.data.global.y; } Not test..
  43. 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"}); }
  44. 2 points
    Dumadu

    Bouncy Jump (3d)

    My new game in html5 done in Playcanvas engine For game licenses contact: arif@dumadu.com https://playcanv.as/p/0OdQ0ldY/
  45. 2 points
    First try ... Double check Chrome is really using WebGL. Spine mesh deformation can be quite intensive for Canvas and could easily account for these FPS variations (if WebGL isn't working).
  46. 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)
  47. 2 points
    I'll give you our personal experience of different ad networks: Google AdSense for Html5 games - you are right, they are in beta and it need approval from Google to be able to use the service. CPM is around $3. No problems with payment or anything. That's our only network atm. and I think it'll stay like that. Leadbolt - CPM was close to nothing (like $0.001). We were testing that few years ago, I don't know if it got any better. AppNext - we had pretty sweet CPM (around $6 - especially on iOS). It was working nicely until one day I got an email saying our account has been deleted because we supposedly violated the terms. No explanation was given as to what wrong we actually did. They took our monthly earnings (all good accordingly to the terms). I tried to contact them over email but they said they can't give me any additional information.