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About bbyford

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  1. THAT WORKS!! thanks, wish I'd asked 2 weeks ago. Much easier (having the client edit the json files with a CMS so named labels is sooo much better than url locations)
  2. Hi! I'm trying to load an array of resources from a json file, currently I'm having to include the path and file name when calling the resource, but would love to simply use a label like you can when you make a single file load. What I have PIXI.Loader.shared.add(data_json.arrayOfItemsToLoad)... // When I need to use a file let audio = PIXI.Loader.shared.resources["../folder1/folder2/folder3/someAudio.mp3"].sound; What i'd love it to be more like is this: // what I'd love to do is simply supply the label let audio = PIXI.Loader.shared.resources["someAudioLabel"].sound; // what I'd love to do is simply supply the label let audio = PIXI.Loader.shared.resources["someAudioLabel"].sound; So What structure do i need to pass to the loader to achieve this with a big list of resources?
  3. 4136 × 3935 currently, its a spritesheet that is packed as part of the build, so often goes up and down in size. Is there a common pattern for preparing assets for Pixi and I've come faul of this issue a few times.
  4. Only seem to ever get this error on live and not locally, doesn't seem to be a rythm nor reason to when it might do it. Any advise on this one, as sometimes it doesn't it and sorts itself out (cache issue maybe), and sometimes it doesnt it all the time and there doesnt seem to be anything i can do to stop it happening example
  5. care to elaborate? is that any combination like: 1x4096, 2048x2048 etc? Or the square of 4096 to produce a square factor for width and height?
  6. The site doesnt mention what the measurement is, can i presume its 4096 bytes?
  7. I get the same error when hosted but not on local. which seems odd, is there a max texture image size? do you normally split into several spritesheets?
  8. bbyford

    WASM in pixijs

    Just wondering if Pixijs currently has or is planning to use WASM for its core library? Been a little while now and WASM has pretty good browser support, game engines are good candiates to get some of its benefits and wondered if this was something that would happen or would mind someone tinckering with maybe in the community?
  9. Thanks, I'll look down Observer route.
  10. Hi, probably one that crops up a lot - is there a good way to wait, or check load of webfont before displaying? The webfont, supplied by google, currently works fine on second load but on a hard refresh often defaults to a system font which makes literally the whole game look aweful. Also, I find that the font is anti-alised which looks bad against the games pixel art look, is the a setting that sorts this at all?
  11. Thanks @ivan.popelyshev simply el.emit('pointerdown'); did the trick 👌
  12. How do I dispatch an event on an object?? For example if you have an interactive sprite with an on pointerdown event listener start_button.on('pointerdown', handleClick); how can you trigger from javascript??? Couldn't find anything useful in the docs for the events manager.
  13. Hello, I'm making a browser game where the only saving is done to localstorage with JSON data. I've seen some odd behaviour and wondered whether locastorage is actually reliable enough for save data and whether its worth putting in a backup / saving somewhere else too just in case? All opinions welcome.
  14. Having issues fading out audio and play them again without duplication. I wondered if I'm using the pixi.sound library wrong as I've been setting a let music = PIXI.Loader.shared.resources[audio_name].sound and fading out that audio using it's volume. Then I create a new object with a variable for the same sound and now I get two versions of the audio... is there a common pattern for playing and stoping audio to stop duplication?