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About mariamdh

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    Mumbai, India
  1. Thanks, it works. I let the initial local coordinates now be 0, and then change the position of the graphic once it is drawn.
  2. I am facing an issue understanding how graphics are positioned within the renderer. I've done the position comparison using a sprite and a graphic circle. const canvas = document.getElementById('gameCanvas'); const app = new PIXI.Application({ antialias: true, view:canvas, width:768, height:1024 }); function loadgame(){ var img = new PIXI.Sprite(loader.resources.img.texture); app.stage.addChild(img); img.anchor.set(0.5); img.position.set(360,100); } The above code positions the image sprite roughly at the center of the X location of the rendering screen. Now when I create a graphic (circle) and set the X to 360, it gets drawn at the width end of the rendering screen (the x location when set to 0 is correctly positioned at the starting edge of the screen). DrawCircle(){ //This code is part of a class this.lineStyle(0); this.beginFill(0xDE3249, 1); this.drawCircle(360, 100, 20); this.endFill(); } Please help me understand why does a graphic and sprite with the same coordinates show at different positions when rendered.
  3. Hi, I've created text in PIXI, and have masked it because I want to allow scrolling. I'm using the latest version of pixi (5.3.0). However when the text loads with the mask, it appears differently on different browsers. I've attached an image for reference. I've tested it using Edge, Firefox and Chrome and all 3 show the text masked differently. Please help me understand why this could happen. Also, when I create a graphic for masking the text, the coordinates and size appear very different to how it functions as a mask. In the image below, the white rectangle is the position and size of a graphic which is used for masking the text below it. As a graphic, the mask(white rectangle) appears small. However when applied to the text behind, it appears bigger and position also changes.
  4. Could you tell us some more about your level of experience with HTML5 and Game Development. These are 2 basics which are needed, and will help us guide you better. If you are comfortable with the concepts of HTML5 (especially working with canvas), then you can choose a framework to work with. Phaser is good and has great examples to start working with. Check out the links - Phaser framework link - Examples - You can first grasp the basics of loading graphics, spritesheets and animations. These are important to any game. You can then decide on the type of game you want to develop. The examples will help you as you build your game. I would suggest you start with a very simple game before moving to something big. Mariam
  5. Cloning game mechanics is very common today, and I haven't heard of anyone copyrighting it. One of the biggest game today, which is Candy Crush is inspired by the popular match 3 mechanic. And there are many similar game examples that I can share. However, when most smart developers copy ideas, they also improve other aspects of the game such as the storytelling, levels progression, monetization, controls etc. My thoughts are, that innovation is good and will make you stand out from the crowd if you manage to build your game well enough. However the cost of success will be another developer taking your idea and making a better version of it (or worse where you will win!).
  6. Thank you Alexander for the new website. The information you share on it is very valuable for HTML5 developers. I play a lot of SoftGames' HTML5 games, and the performance is great on different devices. I am curious to know which frameworks do you use for your HTML5 game development, and why do you use it? It could make an interesting blog post also. Also a suggestion regarding your new website, I saw 2 posts on General Issues with HTML5. While those posts describe a solution, some code sharing would be helpful as well.