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alex_h last won the day on November 13 2014

alex_h had the most liked content!

About alex_h

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  1. I agree, it is highly likely to be the use of svg format that is causing the problem. If you turned them all into pngs instead and then made atlases from them with texturepacker then the game should run perfectly fine in both canvas and webgl modes. Kind of guessing though as I've also never used svg with pixi.js
  2. Ha ha, I see Well yes, that part can be a real bitch, agreed
  3. What means do you use to create the level layouts? I found the easiest way for me was to use an old copy of flash I had lying around, use that to drag and drop images into place and then use a custom jsfl script to export all their positions and names as json. It worked really well, used it for loads of different games. I hooked up the script to a keyboard shortcut so it was really quick, like instantaneous.
  4. Is the deal that aside from a small initial up front payment you then get paid on a basis of how many plays your game gets? Like a form of rev share?
  5. Just a tip, if you make yourself sound desperate then you open yourself up to a stronger chance of exploitation. Employers may well offer you less money because they know you are likely to still accept.
  6. It's also very simple to model yourself with just a couple of vectors, one for intial ball speed on the x and y planes, and one for gravity which you add to the ball y speed each update cycle. You can then elaborate by modifying the speed vector according to ball mass, etc
  7. What happens if you try running the game in Canvas2D mode instead of WebGL? If the problem changes or goes away then you confirmed it is to do with webgl rendering. If it stays then you know you were barking up the wrong tree
  8. They are now temporarily reverting the change.... until October
  9. alex_h

    Next step

    Hire whatever you need to complete the project you have taken on.
  10. I've found this 'Professional Photoshop Book' magazine series to be really good, just downloading a few editions onto an ipad and reading through the articles I learned tonnes of useful tips and techniques. For the drawing style like the fox game graphics you linked to above you'd probably want to use Adobe Illustrator rather than photoshop though, so you could maybe give this magazine a try:
  11. It's not a question with a single simple answer as it depends on what hardware its running on
  12. You'd want to render the texture to another canvas and append that to the body. Or if you really have to use an image you could render the texture to an off screen canvas, then use canvas toDataUrl to get it into an image element You assign the output of canvas toDataUrl as the image src
  13. What you are trying to do sounds very weird to me, but anyway, with width/height 100% that refers to 100% of the containing element. So as long as your parent div has fixed width and height then you shouldn't have a problem.
  14. If it is in the same page as your game then you can display it in front of the game canvas via css. You can show / hide via the display property, and place it in front of the canvas via position and z-depth properties.
  15. This one is good, uses flash in the browser though so won't work forever