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Everything posted by tywang2006

  1. PIXIJS is render engine, it is nothing to do with file management.
  2. check strip example and use PIXI.mesh.Rope, get all sample points from your control points(Beizer curve), do Rope on line texture, dont try to d
  3. I update my game to the latest Howlerjs 2.0.14. When I leave the game idle or keep sounds muted for a while then was back to the game or unmute sounds, sounds are not played at all. Has anyone had similar issues. do you think if it is related to autoplay policy in chrome.
  4. Dont worry mate, its all about html5. i dont believe PIXIJS would be dropped one day, if that day happened unexpectedly, I will pick up it and update it for you.hah
  5. I have found the issue HTMLAudioElement is fucked in this version of IE, basically What i did is just disable sound effect during the game totally and only allowed background sound loop.
  6. Are you using win10. I did auto upgrade. and I tried Howlerjs again and try to bug it. I found when source is played or pass src (audio), the whole thing is frozen for a second.
  7. I believe you mentioned the version is 11.0.50. 11.0.60 is not released yet. 11.0.56 was released just last month. I am using 11.0.50 in my workstation. It works perfectly
  8. Nobody likes working on IE but some time you have no choice.
  9. Today I accidently updated IE to the latest version then sound library is not working any more, I tried PIXI-SOUND and Howlerjs, both libraries are not working. when a sound is played, the game become frozen. in previous IE, it doesnt have such problem I think it might be due to the issue of HTMLAudioElement. I tried to look into the problem without any luck which I guess it might be the internal issue in the latest build of IE. Does anyone have any issues?
  10. For as2, there are many code put on the frame of timeline in fla files. I suggest you get some proper dev to work out for you.
  11. I bet it was unicode issue. do UTF converting firstly then check no weird charactor code
  12. yeah, you can have a global transform to append others underneath.
  13. wheel is only available when all assets is loaded. so you need to do if(this.wheel) this.wheel.rotation += 0.1;
  14. I think you can define your render area as the windows size, for rest sprites off screen, you just do them as normal. when they are off screen, they wont be rendered so the performance shouldn't be a problem. I bet the performance is due to your massive word especial your background. it will be challenge for gpu. maybe you can check tilemap.
  15. I am using howler, which is fine for typescript.
  16. I did see finscn's one, it is very nice. but that is an experiment. I can't really use for commercial product. Maybe i need to work out my own.
  17. All of my dear friends here, do you know if pixi-lights is supported with v4 pixi?
  18. why not show text instead. in text, all characters is sprite. not any benefit from cachasbitmap.
  19. 100% agree with you. I hate it so I disable it. annoy
  20. I don't think it is related to refresh rate of the monitor
  21. Try open the example in one tab, remove rest tabs in your browser, then see what happened.
  22. i dont know what you have done, I did the game in 4k screen with very hd textures. all is running at 60 fps. You need to implement delta time for you transform or animation. and make sure not open too many webgl content in the browser at the same time, which your delta time will make your animation running same speed even the fps drops. don't scale the content in css otherwise your scene will be blur. please scale your game scene in PIXI. Hopefull those make sense to you
  23. will try that, how is that performance?
  24. yes, you can but it might be issue with performance, maybe worth try to use worker instead. you gotta know you cant save the picture directly to your local file system