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icp

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icp last won the day on January 15

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About icp

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  • Birthday 03/10/1995

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  1. 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.
  2. Pros: - Nice fit into the back theme - Unique gameplay - Fun to play! - Innovative! Cons: - Graphics(buggy lighting)
  3. This is the most efficient way: https://phaser.io/docs/2.3.0/Phaser.Sprite.html#visible You can read more about it here:
  4. Hi! In what type of games are you interested in?
  5. In that case, you will need to extract the pixel data from the texture of your sprite map and analyze it: http://pixijs.download/dev/docs/PIXI.extract.Extract.html#pixels
  6. Hi! I think that you are looking for the .tint property: https://pixijs.download/dev/docs/PIXI.Sprite.html#tint
  7. Generally, WebGL is faster than Canvas but in your case I don't think you have to worry about that.
  8. You can set Canvas as default renderer since it is supported on all Android and iOS devices.
  9. Hi! We have these type of games available. Check your PM! Thank you!
  10. Hi! I think that you could easily implement these controls yourself without paying someone: 1. On mousedown or touchdown record the input value for the Y axis. 2. On mousemove or touchmove compute the difference between the recorded value and the current Y axis input. 3. Translate the camera on the Z axis based on the difference.
  11. I think that the most performant solution would be Fabric.js with SVG Caching. Checkout this demo: http://fabricjs.com/svg-caching Toggle the caching button to see for yourself. Other libraries you can checkout: http://snapsvg.io/ https://dmitrybaranovskiy.github.io/raphael/ If you need old browser support Raphael is the best solution.
  12. Really cool game! It got me hooked and I finished it.
  13. I would like to try one game first. How can I get in touch with you?
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