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  1. @samme Helped me with this so this is solved. If anyone runs into a similar issue, the answer is rendering your graphics into a RenderTexture object.
  2. (EDIT: Added more info and screenshots) Hello everyone. For the last 2 months I've been working on this personal project in my free time. I'm not a game dev so it's been pretty challenging (although in a good way). I feel like I've learned a lot and I'd definitely do things differently if I were to start a new project in the future, and it's been a fun and liberating experience. Game art was also very challenging because I know nothing about pixelart, or art in general for that matter. I still don't mind it looking crude, in fact, that's kinda how it HAS to be in a sense. So far I've been mostly focusing on game mechanics and not so much on level design / story (although there are some hints to it) and there's a lot that needs to be done around balancing and bug fixing but I still wanted to share what I have so far because I don't know if I'll ever finish it. Here's a list of some of the features: - Trade system (currently only one trader in town, but any NPC can be marked as a trader). - Inventory - Dialogue - Combat system (currently only melee and range attacks) - Levelled enemy spawners - Levelled loot (also affects what's available for trade) - Traps - Loot chests As a side note, the in-game music (currently only available in town) is auto-generated and it uses the Web Audio API. Game screenshots: ----------------- Game controls: MAIN: Space: Attack E: Talk/Interact Cursors: Move character I: Open inventory INVENTORY SCREEN: Space: Equip/Use 😧 Destroy item Cursors: select item Esc: Close window TRADE SCREEN: E: Switch Buy/Sell Space: Trade Esc: Close window http://zmaj.space/newlight/
  3. Hello everyone, this is my first post on these forums. I'm working on a top-down retro RPG thingy and there's a scene where I need to gradually add "noise" to both the tileset and sprite textures as the player walks. I've tried adding a graphics object and then plotting with fillPoint() like so: let graphics = this.add.graphics(); this.events.on('playerMove', () => { for (let i = 0; i < 50; i++) { let point = this.getRandomCoords(); graphics.fillPoint(point.x, point.y, 3); } }); This kinda works but it's far from ideal and it just breaks at one point giving the following warning: WebGL warning: bufferSubData: Offset+size passes the end of the buffer. So I'm looking for alternatives to achieve a similar effect. I was wondering if it was possible to modify tileset and sprite textures programatically for instance (that would be ideal) or just any other way to generate the same effect. Basically, I want to add random white dots on screen until you can no longer tell what's going on.