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Everything posted by themoonrat

  1. Hey again Jammy! I remember last time this was posted! It's looking good. So putting my old tester hat on... In terms of setup of tech... You say it's got tablet controls... but loading on a phone it's zoomed in to a tiny area with no way to pinch to zoom out or anything Use m4a rather than mp3. Better sound quality for same bitrate, and it's much better at looping audio than mp3 can ever be Get loads of console errors due to the kaching in my console. Consider using an off the shelf lib like Howler to handle audio? Performance wise it all held up fine to me! In terms of gameplay Set a limit to zoom in and zoom out via mouse wheel. I was able to lose the game location by zooming out too far! I like the blue squares to tell which way items are facing... but since the floor is blue, it's still really hard to tell! And sometimes the 'blue' is underneath the machine itself. In the hell zone, bring up one of the middle fireball machines. First, the X to close the details I didn't notice at first, because it's a fair way from the box itself. But you click it... and the details come back, because behind the X is another Fireball machine and I guess the click isn't blocking propagation! Arrow keys to move about the map would be nice. I found Two Point Hospital got camera movement for this kinda game right. I something things 'linger' too long when I've select something. If you have a chair selected, I don't want to have to go down to the x to not select it anymore. I want to press something to stop having it selected. Right click without scrolling? Dunno! I click on upgrades, and I've still got the chair selected! I feel a similar thing with some of the ui.
  2. By having the bitmap textures twice as big The PIXI.Text class generates it's own textures for display text using the canvas api, and so you can adjust the resolution to generate high / lower res text. But PIXI.BitmapText relies on the texture you supply it. So if you want it to be a higher resolution, you need to supply a higher res texture (or a larger font size that you can then scale down)
  3. If you want to left align it, set anchor.x to 0 instead of messing with pivot.
  4. A couple of other things... 1. Check how complex your spines are; artists love to go overboard with the cool stuff spine can do! But the more complex the Spine the slower it will be to render. When first integrating it into our libs, I asked for a very basic test spine that just had it moving from side to side, to compare performance Vs animation frames. Turns out this basic shape still accidentally contained a totally unneeded mesh! 2. Pixi v5 is able to batch meshes, so (taking a wild guess you're making a slot game!) if you have multiple of the same symbol spin through, v5 can batch those for faster rendering time when v4 can't.
  5. So I actually use which is a great little library that handles it all for me. You also might not be able to use pointerdown within pixi as it's not always classed as a valid unlocking event that touchstart or touchend are. I use a touchend / click callback on the window to get my event to then call screenful
  6. Just like playing sound requires a user interaction to occur, so does the full screen API. So do it on a click or a touchend and it should work. Ps beware of using this on iPad. If you are in full screen and it thinks your typing on a virtual keyboard, iOS keeps displaying annoying warnings. Games usually require regularly touching the screen.... so these warnings keep coming up over and over. Thanks Apple!
  7. If you set the video src tag to be explicitly muted, you should be able to autoplay it without a user interaction.
  8. The preference should be to preload via the loader where possible.
  9. I believe that theoretically, transparent false in the renderer settings is quicker, so that's why it's the default. But in my experience, it's going to be negligible compared to any scene you're trying to render, and transparent true also helps work around occasional driver issues on older Android phones. So because of that, I'd personally always set it to true.
  10. This has nothing to do with the way you are bundling your code... it's just that your device, for whatever reason, does not support WebGL. v4 has a 'Canvas' renderer as a fallback option built in by default, but the default v5 package does not have this; you need to use the 'legacy' package instead.
  11. Does this help? The issue you were struggling with is that Text is lazily updated. It only usally gets updated when it gets rendered; but you can force it to update with the updateText() function.
  12. First... Just move the sprite container left 10 pixels, then it's children will all move with it. Second, avoid creating functions every frame. Use a basic for loop, or create a function that's reused. But don't create a new anonymous function every frame for within a forEach. You do that everywhere and the garbage will add up quickly.
  13. PixiJS itself doesn't listen for mousewheel events at all, so I'm wondering what kind of setup you have here! It's this something you could recreate as a basic version of on ?
  15. Not reported yet, bed time after a frustrating day battling this couldn't find it mentioned tho.
  16. I've come across a problem that I think is a bug in iOS / Mac safari canvas implementation, and wondering if anyone else has come across it or found any work arounds. Here are 3 implementations of the same effect in native canvas, in phaser 3 and in pixi 5. It's text with a gradient and a drop shadow, but with the text scaled down to 0.75 scale. On a desktop / android / mac / linux / anywhere, you'll see it looks correct, like: But on ios the drop shadow is in the wrong place: - If the scale is set to 1, then it works correctly, but anything else and it's all over the place. At first I thought it was an error I'd introduced in pixi v5, but i tried phaser 3 and it has the same issue. I then tried just using the canvas api, and it happens there too. This occurs on ios 11 and ios 12 (not tried earlier) It's crazy. I've often used lower resolution text on lower end devices for performance reasons, so this is a real killer to being able to do that. Any ideas? Or Workarounds?
  17. So, it's not strictly really based on the size to load, as both textures and audio will get decoded when loaded onto the device. Texture wise you're gonna be fine, as long as you're texture atlases are 2048x2048. Those phones do support 4096x4096 but can struggle with swapping such large ones in and out of gpu memory. But that's more of a performance at runtime issue than a 'crash' issue. So that leaves the sound. I personally wouldn't have more than a few minutes of audio on an older device, regardless of compression. Try reducing this right now for testing purposes and see if the stability increases
  18. I'll just echo what @Exca said. My experience matches; getting similar random crashes on lower end apple devices. I think it is a memory issue, either ram or on the GPU; a combination of reducing the amount of assets (textures and sounds) and reducing the resolution (textures) meant the random crashes went away. Once things got stable, I created hard set in stone asset asset limits for those older devices.
  19. You rang, m'lord? @JECKL try looking at `` instead
  20. In v5, we automatically detect the max precision your device supports, and scales it back automatically too if highp is requested but not supported. If you wanted to back port this into v4, the pr with the v5 change is:
  21. There is no such thing as pointerover for touch. It's the equivalent of mouseover, where you hover the cursor over an area but don't select it. Touch doesn't have that. Either you've pressed it or not.
  22. Yeah, the hosting of pixi versions is down atm
  23. Yeps, thanks! We're aware; one of the reasons the v5 release has been delayed a little! Hopefully fixed soon and a new era can begin