soylomass

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About soylomass

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  1. Yes, maybe I could create a small square version (for example 100x100) of the sky gradient, apply the gradient transparency on it somehow and then create a texture out of it and use it in both sides enlarged/skewed, this way I would be using only a small additional texture per sky. (though maybe 100x100 will look bad when enlarged) I will try this later.
  2. The sky is made from a 1px width gradient, pixi works fine with that. But the gradients are made in real time as the users can change the colors of the skies, so everything has to be dynamic.
  3. The problem is that the skies are gradients, not solid colors, so the borders should not only be a gradient from top color to bottom color, but have an horizontal alpha gradient from 1 to 0.
  4. I feel writing shaders is far away from my possibilities, at least for now😂 Will investigate anyway. Thanks!
  5. I also experimented with drawing the graphics at the side line by line (or polygon by polygon, actually) from alpha 1 to 0, but I found out that to look good it should have next to one line per pixel and it would require a lot of lines, I don't think it'll be performant either. PS: Instead of sprite mask, in the first case, I tried with graphic mask, but it didn't respect it's content, it either showed all or nothing (no intermediate alpha values)
  6. So I'm building this map editor: https://mapmaker.deeeep.io/map/mrbirdyflee_cartography As you see, the separation between sky objects is too rough, I'd like to soften it. Each sky is a graphic object with textureFill and drawPolygon (because they are polygons) So what I did is create an aditional graphic per side, draw an extension of the sky on each. After that I use a 1x300 texture of a white to black gradient, create a sprite with it, enlarge it and apply it as a mask to each graphic: The problem is, when many of these objects are present on screen, the performance goes down, presumably because of the mask. Does anyone know of a better way to do this? Thanks!
  7. I was 1 minute away from doing the migration to PIXI v5 until this 😂 But maybe I should still do it, and use both methods depending on the user's device.
  8. Hi, In my game I'm using Pixi 4 using this method (https://www.html5gamedevs.com/topic/39049-drawing-huge-objects/?tab=comments#comment-223277) to create textured polygons. I do it by dividing the polygons in triangles, then creating meshes with DRAW_MODES.TRIANGLES. It works on both WebGL and Canvas. In Pixi 5 we can just create a Graphics object and draw the textured polygon with beginTextureFill and drawPolygon. What is the most performant way? Does Pixi 5 method work in Canvas too? Thanks in advance.
  9. beginTextureFill works perfectly when using a single sprite, but as soon as I use a sprite from a spritesheet, it doesn't work correctly anymore (it shows the rest of the spritesheet, instead of only repeating the frame). Is this a bug or a limitation?
  10. Thanks! Actually it has been inactive for a while since I'm working on a lot of things at the same time, but I really like that project. About the project related to this post, it's a map editor for one of my games, I'll make it's source public once I finish some of its main features.
  11. I just tried clone(). It looks like it takes the geometry by reference, so a change in the first graphic is reflected in the second, that's exactly what I needed! Thanks
  12. It's a drawing app and the polygons have to be re-drawn each time a vertex is moved, it could happen once per frame (60 times per second) while a vertex is being moved. That's 60 graphics created in a second. They will be cleared by GC but it MAY create a spike in memory consumption that slows down the game for an instant. Haven't tried yet though.
  13. Because I want to do it each time I re-draw the original graphics, and creating new instances each time doesn't seem a good practice.
  14. Hi, is it possible to copy a Graphics content into another Graphics? I saw there is a clone method, but I don't want to create a new instance, I want to copy its contents into an existing Graphics. Thanks.
  15. Hi everyone, I'm the developer of https://crowdl.io, a crowd translations system that has been already implemented in games like Deeeep.io, Raaaaft.io and Microgravity.io. It allows you to have your game translated to dozens of languages doing almost nothing. In this stage it is completely free (and will be forever for everyone who implements it), and I'm willing to help with implementation if anyone wants to try it. Also, I'd like to hear feedback and suggestions about it. Thanks!