• Content Count

  • Joined

  • Last visited

About mspanish

  • Rank

Contact Methods

  • Twitter

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Greetings all - I've been working on an SVG editor and variations generator for some time, and I finally launched the beta this week - we have some really beautiful game art - over 500 of the CC0 pieces from, and 400 of the best Glitch game art pieces - and more. The editor has over 33,000 graphics including a bunch of icons and emojis - and right now I'm offering a free upgrade to pro for game developers - the upgrade URL is - with the code betauser I would love any feedback or suggestions about how to make this app BETTER for game developers! I am a long time flash dev who morphed to JS about 5 years ago, and spent a while working on my first all gamified app using Pixijs last year. I've tried to add ways to edit SVGs as painlessly as possible, as working in Illustrator for hours on end tends to make my hand hurt! But there are many fixes and upgrades I plan to make to the app, so please realize it's just a beta.
  2. Hello guys - is there a prebuilt or easy way to select the spritesheet to load based on resolution? I was going to make a function that switches things out if the resolution changes, or is above or below a certain threshold - I guess I'd just replace the spritesheet already loaded for another? Is there something more elegant than a switch statement in my scene loader that checks the resolution and if HD, loads the @2x spritesheet instead of the regular one? Thanks in advance.
  3. This is a lovely filter! Exactly what would be super cool in my app teaching autistic children to read (I'm using an underwater bg for the first few scenes). Did you find any answers?
  4. This turned out to be really easy, as Ivan over at the pixi spine github repo added some new code just today! You'll have to update your pixi-spine file, then you can use the code posted here: Choose Skeleton Scale I can say it works perfectly!
  5. I've used the pixi-compressed-textures.js and can get Spine to load the lower resolution artwork, but I still can't seem to find an exact piece of code for how to rescale the animation at runtime, rather than via redoing the whole thing in Spine. I know this should be an easy fix - anybody have the 1 liner I'm looking for here? I'm developing a visual reading app for autistic children, and Spine has proven to be a pretty easy way to get basic animations up and running fast! I'd really appreciate any advice, as I'm a noob to both Pixi and Spine, while having pretty good experience in JS and AS3.