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About HemingwayGames

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  1. Hi everyone, I've just published Postbug on Kongregate. If you have a Kongregate account, feel free to fire it up. Any support would be appreciated :-) Postbug is a HTML5 game which plays in Chrome or Firefox on desktop computers: http://www.kongregate.com/games/HemingwayGames/postbug This new version includes a Premium mode which includes new bugs to play:
  2. Hi Pixi team, I just wanted to say thanks for the fantastic effort behind the latest Pixi.js version. I recently upgraded from 1.6.2 to 3.0.7 and everything is running smoothly. Thanks also for xerver's help on the forums while I was upgrading. I've also just released my game on Kongregate. Feel free to check it out if you play on Kongregate, and I'd appreciate any support http://www.kongregate.com/games/HemingwayGames/postbug
  3. Thanks for the response, AshleyScirra. xerver, I'll keep an eye out on issue 1738. It would be good to fall back to canvas or even drop support for the browser if WegGL fails. Cheers
  4. Hi there, I'm having some performance issues with IE on win7. As a result I've dropped IE support for my game. It appears IE 11 is disabling webGL and rendering with a software renderer. IE 11 console: WEBGL11258: Temporarily switching to software rendering to display WebGL content.WEBGL11135: getContext: Context attribute premultipliedAlpha:false is not currently supportedMicrosoft has reported this issue: https://connect.microsoft.com/IE/feedback/details/812301/ie-11-uses-software-rendering-for-webgl-after-installing-update-kb2884101 This issue was also discussed on html5gamedevs.com
  5. Sorry I believe the JS needs to be corrected instead of the c++. Even though sqrt() returns a float, the value should be cast/converted to an integer value so that the decimal component is removed (NB the value will need to be truncated instead of rounded). Javascript: i_sqrR = Math.floor(Math.sqrt(i));
  6. That's an interesting test you have there. I'd however prefer to see an algorithm that didn't use system libraries (eg sqrt) to ensure the implementation is the same. I received different results from your code. C++ (Visual Studio 2010) I found 665111 prime numbers between 1 and 10000000 in 7952 micro seconds. Javascript: There are 665026 prime numbers between 1 and 10000000. Execution time: 12909milliseconds A couple of things to consider: - Firstly, both programs did not find the same number of prime numbers. I haven't had a chance to debug, however my initial guess is the ja
  7. My game uses a fixed frame rate for movement and animation. i.e. it assumes that each frame will run at 30fps regardless of how fast the game is running. Just posting this here in case anyone else finds this helpful. Opt-out of the auto ticker before your application runs: // opt-out of auto tickervar ticker = PIXI.ticker.shared;ticker.autoStart = false;ticker.stop();ticker.speed = 0.5; // run at 30fpsCall the ticker and increment the time with a fixed value. var ticker = PIXI.ticker.shared;var forceCurrentTime = ticker.lastTime + (1000.0 / 30.0); // + 30fps//var currentTime = performance.n
  8. For my own future reference, this is the code which calculates deltaTime for the ticker: Ticker.prototype.update = function update(currentTime)...this.deltaTime = elapsedMS * CONST.TARGET_FPMS * this.speed;// Invoke listeners added to internal emitterthis._emitter.emit(TICK, this.deltaTime);Debug session: elapsedMS: 16.999CONST.TARGET_FPMS: 0.06this.speed: 1this deltaTime: 1.02
  9. Thanks xerver. This is exactly what I was after :-)
  10. I'm in the process of upgrading from 1.6.2 to 3.0.7 and have noticed that the animationSpeed is now time based instead of frame based. Pixi.js 1.6.2 (frame based): this.currentFrame += this.animationSpeed; var round = (this.currentFrame + 0.5) | 0; this.currentFrame = this.currentFrame % this.textures.length; Pixi.js 3.0.7 (time based): this._currentTime += this.animationSpeed * deltaTime; var floor = Math.floor(this._currentTime); Currently I'm running my game at 30fps and my game logic relies on a fixed framerate. In the old version, I'd set animationSpeed to 0.5
  11. Hi Oyed, You might want to try rendering your rectangles at position (0,0). My understanding is this position will be relative to the graphics object's position. squares.drawRect(0, 0, squares.width, squares.height); For example if the graphic object's position is (10, 10) and you render your rectangle at position (10,10), then the rectangle will render at global position (20, 20). Your new rectangles may actually be rendering off the screen. You might also want to check what the graphic object's dimensions are (ie squares.width and squares.height). I personally would use my own va
  12. My new blog post on the Freeplay Independent Games Festival and exhibiting Postbug at the Freeplay Fete ‪ http://hemingwaygames.com/blog/postbug-freeplay-fete
  13. Sorry Gustavgb, I only just saw your post. This is now fixed. The touchscreen block can now be bypassed by pressing any key on the keyboard. See how you go with this, and I'd love to hear your feedback on the game. My brother says that this runs well on his Surface Pro, and I soon hope to begin testing on these these devices soon (with touch input). I'm having touble working out how to identify phones and tables, but not excluding devices such as Windows 8 at the same time. I want to avoid using the user agent (which is the general advice out there). This is probably a question I'm going t
  14. A new blog post on my experience exhibiting Postbug at the Melbourne iFest Games Festival http://hemingwaygames.com/blog/postbug-ifest-games-festival
  15. I've just put together a new blog post on Postbug's game design objectives: Postbug is a game which encourages experimentation, exploration, and strategy building during gameplay. An aim of Postbug was to create an emergent system consisting of objects with a diverse range of attributes and behaviours. These objects include grass, dirt, rock, water, lava, bugs, eggs, spiders, fish, and crabs. In order to survive, players will need to experiment with their environment to learn how these objects behave and interact. More details here: http://hemingwaygames.com/blog/postbug-game-design-objectiv
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