Jump to content

kuuuurija

Members
  • Content Count

    84
  • Joined

  • Last visited

Everything posted by kuuuurija

  1. Hi, I am trying to generate transparent textures by combining JPG images (RGB + alpha mask). Example: I have a quick implementation of it here, https://www.pixiplayground.com/#/edit/21pZTogIjtfTqY5kGznsy Currently I am creating texture from canvas. Is this the best solution? or can it be improved? Thanks!
  2. I am also experimenting with this.. here is the quick implementation of it https://www.pixiplayground.com/#/edit/21pZTogIjtfTqY5kGznsy Is there better way to do this? without creating texture from canvas.
  3. I played the web version. Nice game! Edit: you should link the version too.
  4. Hi, Thanks for the challenge I ripped the code here, https://goldenratio.github.io/tests/rip/ Trick was finding the value of `_0x4d6e` array variable. Once that is cracked everything just comes together.
  5. @tex still doesn't work for me. Probably something to do with office firewall.
  6. Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check https://xhr.spec.whatwg.org/. firebase.js:277 WebSocket connection to 'wss://project-2468059558167680354.firebaseio.com/.ws?v=5' failed: Error during WebSocket handshake: 'Upgrade' header is missingrd.open @ firebase.js:277 firebase.js:277 WebSocket connection to 'wss://s-usc1c-nss-113.firebaseio.com/.ws?v=5&s=y028GxTF3kJsIRJQ9URu7nnPibYHXzyd&ns=project-2468059558167680354' failed: Error during WebSocket handshake: 'Upgrade' header is missing
  7. Goo engine is free https://github.com/GooTechnologies/goojs also https://github.com/playcanvas/engine Only web based editor/CDN has pricing.
  8. why not use web technologies for 3D? you can also publish to it web and get wider audience. You can look into Three.js, Goo engine, PlayCanvas
  9. my bad .. it works Should typecast to vec2 fg.rg = vec2(0.0);
  10. Hi, I am playing with Shaders (filters). Below is my shader code I am not able to swizzle rgba values (https://www.opengl.org/wiki/GLSL_Optimizations). Can someone help? precision mediump float; varying vec2 vTextureCoord; varying vec4 vColor; uniform sampler2D uSampler; uniform float customUniform; void main(void) { vec2 uvs = vTextureCoord.xy; vec4 fg = texture2D(uSampler, vTextureCoord); // THIS doesn't work // fg.rg = 0.0; fg.r = 0.0; fg.g = 0.0; gl_FragColor = fg; }
  11. sorry to be that person, but the game character & art style looks too similar to SpaceEscape game http://www.a10.com/action-games/spacescape (td2tl.com)
  12. Hi, I am looking for good collision detection library, any recommendations?
  13. ya, antialias is set true. It doesn't help, without making use of texture.
  14. never mind guys, I converted PIXI.Graphics to texture and added to stage as Sprite. WebGL curve line looks smooth var texture:PIXI.Texture = drawGfx.generateTexture();var lineSprite:PIXI.Sprite = new PIXI.Sprite(texture);lineSprite.cacheAsBitmap= true;this._container.addChild(lineSprite);
  15. Here is screenshot of bezier curve in both modes, http://imgur.com/Xb0sFVz My other idea was to draw curves in canvas mode and convert it to texture (dataURI) and then use it in webgl renderer, is it worth the effort?
  16. box.click = function() {window.open("http://www.pixijs.com");};seems "click" event does the job in Firefox. No idea, why mousedown gets blocked.
  17. I would love to try the game. Permissions are bit creepy?
  18. ah, sorry I misunderstood your question. I haven't come across any mobile web games making use of micro-transactions. But would be interesting to see, if someone does it.
  19. also check this reddit post, http://www.reddit.com/r/gamedev/comments/2xtqaz/what_would_convince_you_to_build_a_mobile_web_game/
  20. Congrats on buying the Phaser book, good luck on your Phaser adventures. Regarding the native apps, ya sure you can wrap the HTML5 games with native wrappers. But it is completely up to you. But for me web platform gives me freedom (no app police). And ya, regarding the monetization it is much more easier with native apps. I haven't come across any decent monetization for mobile web games (but there are few out there).
  21. the biggest advantage of HTML5 is all you need is a browser to run, doesn't matter mobile or desktop - it just works! (obviously developer has to optimize for the respective platform) Regarding mobile web games out in the wild, there are loads of them - you can check this forum's Showcase section http://www.html5gamedevs.com/forum/8-game-showcase/ Also some websites here, http://m.addictinggames.com/ http://labrat.mobi/ http://clay.io/ (open in mobile browser to get mobile web games content) http://www.a10.com/ (open in mobile browser to get mobile web games content)
  22. wtf!! isn't it stealing?? ask the developer if you can publish his/her game!!
×
×
  • Create New...