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Jammy last won the day on June 19

Jammy had the most liked content!


About Jammy

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    Advanced Member

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    Games, dev, pixi, web, mentoring

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  1. Hello lovely pixi fairies I hope you're all well. As some of you may know I posted my game here a while back Arcade Builder and after releasing it to the public to a quiet audience I set out to make something closer to what I wanted as a game. I recently posted about the code behind the game and I wanted to share it in case you guys were interested in a skim read and just having a general gander (look around), I know I like to poke around in other peoples projects if I can. https://ajamdonut.itch.io/deaddesert/devlog/265197/10-years-of-development-a-custom-game-engine If yo
  2. Web games have always been traditionally free, or MMO based P2W/Microtransactions. Gamers seek either the free lunchtime filler, or the long term MMO in the browser, the need for a platform specifically designated for fleshed out HTML5 games is very low. It's probably only other developers who care how it was made. As you know though, the potential to develop the game for desktop and release it on Steam is still there. Just gamer's don't care how its made, as long as it's a good game. If anything it might deter them to know it was made on web technology rather than blistering fast na
  3. I believe Minecraft was made by one individual. Making a game as big as minecraft is about time and effort more than skill. If you spend 5 years making something it will be playable. you won't be making minecraft over night in HTML5. The easiest way is with Unity or Unreal since the engine is practically there. Also remember for 1 success of minecraft, probably 10,000 other indie games failed to make profit around that time and that number is growing every year.
  4. @louislourson this project is so cool! I love oxygen not included, can't believe the amount of effort thats gone into this
  5. Jammy

    Sprite compression

    @ivan.popelyshev @Exca Thanks guys really appreciate the information. Looks like I've got some references here to start looking at, Thanks!
  6. Hiya, I'm wondering about png and sprite compression in general, and how PIXI see's it. Note: these questions are not about the network or other web impacts, I'm interested in the point where PIXI gets the data and loads it then renders it. I'm wondering first, if a PNG is compressed e.g. down to 20% from its original size, would this have any bearing when it came to pixijs loading or rendering either, for example one being 100mb and the next being 20mb, but the dimensions and contents (from a visual perspective, not data) of the file remain the same. Secondly, I'm wonderin
  7. pixi-v5 zIndex + helps a lot thanks, So i have two types of sorting going on now, one on the layer level and one on the objects contents (collection of sprites inside a container). I've got bloom on a mixture of layers coz of this so I assume im probably going to see some perf hit at some point, but I think I can control that. Thanks!
  8. Hiya, thats just a logic choice I think. If(myTurn){allowDragging = true} else {allowDragging = false} If it's a turn based game probably store somewhere whos turn it is, or have an event u run when it changes turns. Addition: It sounds like in your original post you're worried about using globals. In my opinion, its your application and game therefore the entire scope is there for you to use; unless you're thinking about the game being integrated into other peoples projects at some point, in which case then it should definitely be considered.. You should though create a nice structure, for
  9. @HimeWorks onmouseup on the sprite they drop it on if(game.dragging==true) {hitsquare=this} hope that helps.
  10. Hey, I'm using pixi-layers and I have 1 layer which is for bloom, I add an object to that layer whenever I want bloom (I believe it was also better practice to add all objects for a specific filter to one layer and apply the filter to the layer, for performance). When I apply parentGroup to a bloom object, I believe pixi-layers swaps its layer/container and therefore it loses its filter. Is this right? Is it possible at all, to have a layer full of objects, that still sort on groups, without changing container? I guess it may be impossible. Do we have any idea the differenc
  11. Pretty fun actually, only one thing really. This piece unbalanced. Needs to happen after score 20 or something.
  12. I would recommend not using mousecontraints etc from matter, just the matter physics, if you want your game to have physics, add them to matterjs as required (as bodies or whatever) and calculate the constraints yourself.
  13. Does toWorld work? https://davidfig.github.io/pixi-viewport/jsdoc/Viewport.html#toWorld
  14. Hi, Potential workaround: Check if mouseclick is being fired for the one underneath, then clone the mouseover code into there? Edit: I have achieved this actually... When you click the sprite you want to drag, set its alpha to 0 and leave it where it is, create a replica of that sprite with a hitArea= rect(0,0,0,0) and use that to follow your mouse. Now when you move it over the other sprite, the pointerOver event should still fire. If you then drop the mouse-sprite, just destroy the original sprite, or move it to the new location and destroy the mouse sprite. Or if its a failed
  15. Jammy


    Yup, this method works but is not flexible (e.g. adding new armours to the game later, etc) but if you want just the two sprites combined, for sure do it in photoshop or something. But again, keep in mind this is exponential, every time you add a new "layer" e.g. hat or armour or a new sprite sheet, that is a new amount of textures required goes up exponentially. Also this will have an impact on the network, for each PNG the user will have to download that spritesheet, rather than the raw sprites that are later stacked. Have to say though, this is going very deep into the ra
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