Jump to content

Search the Community

Showing results for tags 'Quality'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 7 results

  1. Hi everyone I read this about gltf : https://pissang.github.io/qtek-model-viewer/ and test it with "Adam head " : https://sketchfab.com/features/gltf The render system is the same than Sketchfab for post processes. It's really cool because when there is no animations, the engine calculate step by step a better render quality. Post processes like ambiant occlusion look really great and not drop fps. This allow us to run scene with 60fps with animation and to return a beautiful image when all meshes are fixe. All post processes and shadows seem to be calculate with a rough noise at the beginning and with more precision at the end. ( It's look like a trick to get more performance ...) So, I open this post to discuss about that and to see if it will be a great idea to add it in Babylon What do you think ? Have a nice day ! PS : I ask this because I'm working on this :
  2. Hello! I am looking at around 40 sprites which are actually being replaced with HD Images, I was wandering if there are ways to animate or any alternative solution as i'm struggling to find a solution to the lag and drop in frames currently which makes it look bad, I will insert a playground here with my current working version, but the main issue being the playground doesn't lag as it won't be loading my images and the size and scale of my images is far higher than the can't load texture issue. Secondarily, if anyone could tell me how to add a small amount of movement to look up and down but I want to prevent the camera looking more than 10/20 degrees above or below the mid point to keep it focused. https://www.babylonjs-playground.com/#AEXWGL#1 The example mouse movement camera rotation and general project i'm using as inspiration can be found here: https://www.g-star.com/en_gb/raw
  3. Im having trouble rendering text that doesn't end up super pixilated. I'm finding it happens with most text, but mainly text that updates. Is there a good way to prevent text from becoming blurry? Im using fontface, would bitmap text be a better option?
  4. Hi all, i was playing with dropshadow filter to create a show for a display object. I realized that filter works nice for small object, but when i wanna apply a shadow for a big object, the quality is very low. I made an example that show the difference: http://codepen.io/anon/pen/NqdvYM There is any trick to apply a better shadow? thanks
  5. Does anyone know a good way to ensure fonts render well? I'm finding that text is quite pixilated and I'm not sure what can be done to fix it. I'm using a custom .ttf, but find it still looks pixilated with default fonts such as Arial. It's still legible but looks pretty bad against higher res pngs. Also I'm using @font-face. Would appreciate it if anyone has any info on this!
  6. Who am I? Nate Combs! Where can you find my portfolio? Nate Combs Media Website How can you contact me? There are forms on my site, or you can email me directly at [email protected] Thanks for taking the time to check out my portfolios on my site or my fan-base on YouTube. There isn't much I love more than scoring a great game and working with an inspired team. I do a wide variety of unique styles, and I'm particularly crazy about RPGs, adventure games, action games, platformers, etc. As a full-time composer with a master's degree in game scoring, you can be sure that I'll give you the highest quality work your game needs, and I have a reputation for quick turnaround times on top of that quality. Some recent reviews include: Holy crap man, that was fast! It's perfect, I love it.​ This music fits perfectly with the theme I wanted. I'm excited. This music adds a new level of depth to my game. I was amazed how fast the song was made and how professional it sounded. Exactly what I wanted. (Facility) Of course [fans] love the music…it was like an unstoppable blast of pure mid 90's carnage. (Hoverchase) -Alan, Game Developer, AlanPlease (FL, United States) Nate has repeatedly gone above and beyond all of my expectations in both quality and service. Just by giving him a theme or a simple tune, Nate Combs has composed for me five different songs [or scores]. My current projects are nothing without his music, and that's why I plan on hiring him for all of my musical and audio related needs. I highly recommend him to anyone who requires custom audio and music for their projects. (Floppy Box) -Jeremy, Ikinine (OH, United States) So, shoot me an email. I'd love to find out about your needs and talk about scoring your next game! Other relevant information: What are your rates? Rates are a bit dependent on the project. I typically charge per finished minute [pfm] of music composed. Send me your budget information and stylistic preferences, and I'll help you to come up with a good, fair quote. Are you a good communicator? Yes! It's one of the highest non-musical praises I get in my reviews. So, if you have any questions, even if they are regarding other areas of your creative mind, send me an email. I keep it linked to my phone and can respond usually within a few hours. What services does a composer offer? Nowadays, pretty much everything. From conception to completion (with the recommendation of outsourcing the final mastering of any audio), we have to be ready to do it all. I am very skilled at writing, arranging, orchestrating, recording, editing, and mixing music. Thousands of dollars of high tech gear—like music's version of Maya, Unity, Unreal, Wwise, etc.—help make everything you hear absolutely stunning. I even play several instruments and know tons of professional singers and live instrumentalists, so extra life can be added to your score through the utilization of these talents. Thanks again for your consideration, Nate Combs
  7. Hello. I am making a game and I want it to adapt to the performance of the device/browser used. By this I mean reducing the particle number, reducing the screen size, etc... What I'm not sure about is how do I measure the performance of a device. I thought about using fps, but it seems that my game lags at times when there are lots of objects moving, so I'm not sure how to measure it reliantly. Any ideas?
  • Create New...