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About SET001

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  1. add an option to play your game without disabling addblock
  2. Guys, who is moderating jobs-hiring-and-freelance ? I posted a topic 20 hours ago and it is still "pending approval".
  3. Hi. My name Konstantin, I'm from Ukraine and I'mtrying to set up a small game-dev business.I'm a full-stack web developer myself. For last 12 years I made tonsof contract work for projects from all over the world. But now it’stime to put an end to this and finally go on to realize the dream ofmy whole life - to make games and make a living from it.To start with, I have chosen a simple horizontal (subject to discuss) shoot-em up scroller.Technically I'm doing it using JavaScript so it would be fullyplayable on web from both mobile and desktop devices. Further down itmay be packed in executable and put on steam or google play market orwhatever. If you interested I have set up dev server where put devplayable version (however not much there yet since I started workingon it last week)From graphical point of view it would consist of:1. background +-8 layered parallax. I'd like to have about 30 levelsand I suppose each tileset can be repeated 2-3 times with them so it2. sprites for different variations of player ship3. sprites for enemies ships. Currently have no idea how much therewould need to be4. sprites for bosses. If suppose each 2nd level would have uniqueboss then I would need 15 boses and animations for them5. animations and sprites for splashes, explosions and bullets6. sprites and animations for droppable items (like coins, healthboxes and so on. their exact list will be clarified later )7. logo image8. splash screen image (with logo, I suppose)9. interface design. Where user choose levels, upgrades, changing gameoptions and so on.10. HUD design (healthbars, scorebar, etc..)Since this is my first experimental project, I don't have much ofbudget for it but if you interested to participate in such kind ofproject just tell me your conditions and we will discuss them.If you like, you can contact me on:skype - k_kostyukortelegram - @SET001
  4. thanx, I'll try pixi-tilemap. Even with it I think I would need mange tiles to have only visible on screen (and around) to not load all tiles in the large world there...
  5. I do not understand why do I need to call `render` why it should be called inside `ticker` I don`t understand how I can draw some static texture on come container I don't understand how I can I avoid creating million of Sprite objects just to draw 10 static tiles on a texture or at least how to avoid FPS drop causing by that If you can help to put a light to any of this questions - I would be thankfull
  6. I saw that example but being new to pixi.js I can't understand how it work. In this example it will still create as many Sprite objects as tiles on the map, add them to the container, add sprite with texture (which is empty, because rabbit sprites are added to the container) to the stage and then, using ticker (some sort of render loop?) will render container with rabbits, using render texture used previously to the sprite (which added to the stage)... I just don't understand how everything is working here. What actually is causing drawing rabbits on texture?? Why I can't draw it once, why I need those tickers loop? In my case I just add few containers as a child for some root container. then I add dynamic entities on one container and static entities on another. Everything gets rendered as soon as i call addChild for `app.stage` with rootContainer as argument: rootContainer = new PIXI.Container() textureContainer = new PIXI.particles.ParticleContainer(200000) entitiesContainer = new PIXI.particles.ParticleContainer(200000) init(store: Store) { const resolutionX: number = window.innerWidth const resolutionY: number = window.innerHeight = new PIXI.Application(resolutionX, resolutionY) document.getElementById('app').appendChild( const tiles = PIXI.BaseTexture.fromImage(`${config.publicPath}/tiles.png`) const tileSize = 32 const grassTile = new PIXI.Texture(tiles, new PIXI.Rectangle(tileSize * 56, tileSize * 14, tileSize, tileSize)) for (let i = 0; i < 1000; i++) { for (let j = 0; j < 1000; j++) { const grass = new PIXI.Sprite(grassTile) grass.position.x = i * tileSize grass.position.y = j * tileSize this.textureContainer.addChild(grass) } } this.rootContainer.addChild(this.textureContainer) this.rootContainer.addChild(this.entitiesContainer) } Why do I need calling `render` in `tickers` loop? with this approach i have few drawbacks: 1. the loop that will create 1000 x 1000 = 1 000 000 sprites and this loop is time expensive. Is it possible to somehow optimize this? The only optimization here I can think of is to draw only visible tiles. But at leas this happens once at the and of the game. 2. 1 million sprites will constantly present in system which as I guess, causing FPS drop. The FPS is actually as smaller as many sprites I add, so am I right thinking that sprites amount causing it? How this problem solved in ? With that approach I will end up with same 1 million sprites causing FPS drop?
  7. are there any examples of how one would do this? I'm trying to implement simple tiling system so I need to draw thousands and millions of tiles. If I would go and create 1000x1000 sprites I will have decreasing FPS, event if using ParticleContainer. Instead of having each of them as spite object, I suppose to find a way just to draw it once somehow in container.
  8. SET001

    React Fiber Renderer

    having about 20k bunnies and still 60fps
  9. this is where click action triggered -
  10. Something like this to handle right mouse click: Phaser.Pointer, x: number, y: number)=>{ if (pointer.rightButton.isDown){ // .. draw menu at x, y } }) but still you need you'r own stuff to draw custom menu. Also you may want to disable default right click menu: = (e) => e.preventDefault()
  11. I'm experiencing FPS decrease to about 43 from 60 on 100x100 (128x128) with native Phaser tilemaps. I'm gonna test library you pointed on but I think, with such map sizes, some dynamic methods should be used. Can some one point on any information about such approaches? As I want to have a really big worlds.
  12. Indeed! Can't believe I missed that looking in code. Thanx!
  13. This is also annoying in unit tests output when you have new game instance created before each of hundreds tests. Currently in my tests I'm turning this off by overriding showDebugHeader with empty function: beforeAll(()=>{ Phaser.Game.prototype.showDebugHeader = function(){} }) But it would be nice if we have valid switch for that.