• Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by alex_h

  1. Thanks Ivan, I'll try out the boiler plate off of the wiki
  2. Hi, I've been using pixi for many years but previously always loaded pixi.min.js via a script tag in my index.html Now I need to set up a typescript project with pixi v5 installed from npm into my node modules, and using webpack (or possibly rollup ) as a module bundler. I'm using VSCode. I created a new project and ran npm init, installed typescript, wepback (+ typescript plugin), and pixi js. Added barebones tsconfig.json and webpack.config.js. I created a test entry.ts file that imports pixi and instantiates a sprite. All the documentation I have found by googling says that I should be able to import pixi like: import * as PIXI from 'pixi.js'; but this isn't working for me. VSCode complains 'Cannot find module 'pixi.js'. I see the actual folder in node_modules is called @pixi is that related to the problem? How should I be importing pixi in my typescript files?
  3. 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
  4. Ha ha, I see Well yes, that part can be a real bitch, agreed
  5. 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.
  6. 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?
  7. 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.
  8. 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
  9. 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
  10. They are now temporarily reverting the change.... until October
  11. alex_h

    Next step

    Hire whatever you need to complete the project you have taken on.
  12. 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:
  13. It's not a question with a single simple answer as it depends on what hardware its running on
  14. 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
  15. 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.
  16. 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.
  17. This one is good, uses flash in the browser though so won't work forever
  18. stick an iframe in front of the game canvas and load the HTML into that.
  19. Audio loading is an asynchronous process. So the error won't necessarily be thrown from the initial call to, it may be triggered later on. Hence try / catch not working here.
  20. I'm preparing assets for a reskin of a 2D game, and for one of the sprites I need to create the texture by rendering a 3D model and exporting to png. The model is in .fbx format with accompanying materials as .png. I need to create 9 cameras at various angles at a fixed radius around the model and render a png from each of them. Can anyone recommend what would be the simplest application to do this from? I have very limited experience with 3D software so I'm worried this is going to be a massive time sink for me. I had a brief look at Blender once before for something similar but I seem to remember I found it quite a steep learning curve so ended up abandoning the approach. I just need something that will be easy for me to figure out how to control my point of view within the 3D space, easy to correctly place the cameras, and then easy to choose render parameters. Any suggestions? Cheers!
  21. I use my own audio player that I wrote before Howler existed. But Howler should be fine to use, yeah.
  22. I can't think of a case where uncompressed audio would be required for web. If you mean in terms of memory it would depend on what devices you want to support. It usually ends up being a bit of trial and error, but I normally start to worry if my audio sprites get longer than a minute and a half or so. You'll know when its too long because the page will keep reloading automatically on iOS. Handy tip is to keep your files mono because that takes half as much memory as stereo once loaded.
  23. Not being able to play is more likely to be a result of the audio format than from using audio sprites. Also on Android there is the stock browser which didn't used to support web audio, which will have a big impact on audio experience for your users. I've always taken the approach of generating audio in two formats, .ogg and .m4a. Then load .ogg when its supported as the file size is smaller, otherwise use the .m4a. I put all the audio into as few audio sprites as possible, and never have had any complaints about it not working on Android, except for those cases where web audio was not supported by the browser, in which case I normally prepare a slimmed down audio sprite that will work better for HTML5 audio. Still the same two formats though.
  24. There are plenty of apps that already do this.
  25. Oh yeah, I didn't see your post about different response headers from different hosts. Do you see the same effect on those two hosts if you use other audio formats, ie .ogg and .m4a? If not then maybe avoiding the mp3 format is a good way to work around the issue? {Edit} ok I also just noticed Ozdy above says the same thing happened with .ogg too... doh!