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gigbig last won the day on May 15 2015

gigbig had the most liked content!

About gigbig

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  • Birthday 04/17/1978

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    Venice Italy
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    Cinema, music, videogames, comics, 80s

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  1. Hi, I am trying to "hack" the spritesheets limitations by using JPG images with alpha channel. The process is simple: - I have a starting PNG with alpha channel - from this PNG I save a JPG (with varying fill colour for originally transparent areas) - from the PNG I extract the alpha channel and save it as an opaque indexed colour grayscale image - I load the new JPG and the grayscale PNG, and use the PNG as alpha channel for the JPG. These are the two images, the JPG and the grayscale PNG animBitmapData is BitmapData from the JPG animBitmapData_ALPHA is BitmapData from the grayscale PNG I did everything, but the last step doesn't work, animBitmapData is still opaque animBitmapData.copyChannel(animBitmapData_ALPHA, animBitmapData_ALPHA.rect, new Point(0, 0), BitmapDataChannel.ALPHA, BitmapDataChannel.RED);animBitmapData.transparent returns false, could this be the problem? Or maybe it is not correct to use a grayscale image as alpha channel? - Coding in Haxe + OpenFl -
  2. Uh, EventEmitter3, sounds good!
  3. Sorry, didn't notice Are you referring to ? A list of tools and libraries for audio, tweens, graphics etc would be very useful.
  4. Hi, how do you handle events and/or callbacks? How do you handle interactions like mouse events, events bubbling, listeners etc? And what do you think are the best libraries or native functions to handle all this? Personally I am an event guy but I am open to other options too, if necessary, just let me know what is best for you and what you use.
  5. Yes, I had to recompile it because Chrome needs FlashDevelop webserver ( . . . damn Chrome . . . ).
  6. Hi guys! I am testing the rotating bunny sample, and the result is not so good: package;import pixi.core.display.Container;import pixi.core.textures.Texture;import pixi.core.renderers.SystemRenderer;import pixi.core.renderers.Detector;import pixi.core.sprites.Sprite;import js.Browser;class Main { var _bunny : Sprite; var _renderer : SystemRenderer; var _stage : Container; public function new() { // Rendering options usage sample var options: RenderingOptions = {}; options.backgroundColor = 0xffff00; options.resolution = 1; _stage = new Container(); _renderer = Detector.autoDetectRenderer(640, 480, options); _bunny = new Sprite(Texture.fromImage("assets/basics/bunny.png")); _bunny.anchor.set(0.5, 0.5); _bunny.position.set(200, 150); _stage.addChild(_bunny); Browser.document.body.appendChild(_renderer.view); Browser.window.requestAnimationFrame(cast _animate); } function _animate() { Browser.window.requestAnimationFrame(cast _animate); _bunny.rotation += 0.1; _renderer.render(_stage); } static function main() { new Main(); }} I have run it with a stage resolution of 640x480, and the animation is fluid. When changing resolution to 800x600, 1280x720, 1920x1080 the fluidity drops down to a dull level, at 1280 the rotation speed is about half. This happens in Chrome. In Firefox rotation speed is more than double at 1920x1080, but still lower than 640x480. Anyway at 640x480 is still faster than in Chrome. Why do I obtain these bad performances? I have a very small rotating PNG, what should I expect by animating 30 bigger objects? A system crash? When running the bunnymark test in FF I obtain 13fps with 30000 bounching bunnies (in Chrome it shows the stats, the counter but not the bunnies), so Pixi is doing its job, but it is also true that bunnymark is not rendering scene through _renderer.render(_stage); It looks a totally different thing. What's wrong with the rotating bunny test?! And why can't I see anything in Chrome when running bunnymark?
  7. I thought I am maybe missing the point: I don't have to put components in separate DIVs, I need a single application that loads others and renders them in the same canvas, is this possible? Same as a Flash SWF loading other SWFs to obtain assets and complete applications to run on the same stage.
  8. Interfaces are necessary, imho. Could DIVs be the right way of using components? A component in each DIV. Can they communicate by JS calls? I don't have a clue on how to do this...
  9. Well, but doing everything in one canvas means to develop a single piece of software, right? What I need is a game made of different components dealing with each other and coded by different coders, so if I update one component I am updating all games (that could be more than 100), without the need to recompile everything everytime. Is there an alternative way of doing what I need?
  10. Resurrecting the topic. I heard about a possible (?) way to use components in HTML5: IFrames. Someone told me that it is possible to use IFrames to build a more complex application: in my case I could have the game canvas inside an IFrame, the toolbar in another IFrame upon the first one, a subgame in another one and so on. Is it possible? Let's say it is possible, how could the components communicate between each other?
  11. @totor: before registering in the 1000th forum I'd prefer to listen to your personal experience
  12. If I want to create Flash games I can continue using the old projects, the new wave of games are HTML5 only. What about awe6? I think I have seen the site a while ago, but didn't remember about it and noone named it except you. Please tell me what you know about it. How does it interact with OpenFl? Are there native libraries for tweening? Does it handle incompatibilities with different browsers when targeting HTML5?
  13. Yeah, a lot of options! Currently: - OpenFl sounds a bit immature for HTML5, too risky for what I have to do, maybe - Pixi is great, but Haxe + Pixi is maybe too rough (and I'd like native libraries for the language I am going to use, I am a bit cautious about externs etc). - Phaser... but wait, Haxe + Phaser?! Well, as @d13 said, it looks more oriented to simple projects. - Panda looks great too, but it is maybe too niche for my objective - Flambe has everything inside, handles HTML5 like a charm and is widely used by big companies. And it is on top of Haxe, a general purpose language I think I'd prefer to Typescript. I can use Flash through Flump. I have to leave displaylist for a new way of thinking: components (Unity3D-like, I think). - I'd prefer to avoid everything involving JS directly, so maybe CreateJS too (or am I wrong?) - Gamemaker has been bought by Playtech, that could sound like a security, but I'd prefer not to invest my time learning a specific language like GML (Gamemaker Language), I could do it at home for my projects, but not here at work. Any update from you? Different experiences anybody? For now Flambe looks like the more attractive to me, and it should evolve soon too.
  14. Hi guys! I have an important decision to take, and I think I will need your help/opinion: here at work we create clients for casino-like 2D games for the web, and we are currently using AS3 in FlashDevelop for the task. AS3 works great, but the market asks for HTML5 and we will soon have to reply, creating future games in HTML5. Our games are modular: the launcher SWF loads the game SWF, that loads toolbar SWF and resources SWFs for audio, GFX, subgames etc, shared by more games. A similar approach would be great, because a monolithic approach would become terrible to manage with a lot of games, as we are 3 programmers, and each one work on various parts of the projects. I am conscious we will have to change our workflow to adapt to HTML5 current limitations (like no standardization for video and audio codecs), but I will have to choose the best way to develop new games, picking tools that will do the job for at least 5-10 years (I know, HTML5 and the tools are so young that it is difficult to tell something about its future). The natural choice to switch from AS3+FlashDevelop seems to be Haxe+OpenFl, but I have had a look at Phaser, Panda, Haxe+Flambe and others too, like Gamemaker, Construct 2, Kiwi etc (I have just opened the official sites and looked through the features), but I can't tell which is the best one for the purpose. Panda and Phaser look great, like Gamemaker and Construct 2, but they look more action-game oriented. I need a tool that allows to manage a lot of behind-the-scene logic (as the GUI is pretty simple), load external resources (like complete subgames) at runtime and deal with remote services using JSON. So, what are your suggestions? Thanks!