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Found 609 results

  1. Hi everyone, iam Dante. Pixel artist - 2D animator I have been doing pixel art game for over 8 years Email: wonman321@gmail.com My gallery: http://pixeljoint.com/p/41106.htm Skype: wonman321 I love making pixel art game, i really really love it and i can handle many styles (please check my work below) Iam currently available to work on PAID project, both flat rate or hour rate Skill features: Character design Game mockup Animation Special effect Pixel intro / trailer Art direction Music video commission: Bloody Quest project: Amazing fantastics Monsters X Monsters project: Some project i have worked on: Monsters X Monsters: ---- Android: Link Golf Story: (Main animator) (nintendo swich) --- trailer: https://www.youtube.com/watch?v=YyjTzc7EH4I Girdthyself: (Main artist / animator) ---- Website: http://www.girdthyself.com/ Crapface X Elevation - Swim meet: (music video): https://www.youtube.com/watch?v=YgSYbJ6r-kU Story of the End - Revere: (remake design - main animator) --- website: https://www.strashinerstudios.com/ Amazing fantastics: (remake the whole game - main artist) --- website: https://twitter.com/TAFUniverse Midnight Wave (Portrait artist / Trailer animator) (2018) -- website: https://www.midnightwavegame.com/ Yu yu Hakusho (Beat 'em up) (Main artist / Animator) (2018-2019) Sport Story (The Golf story 2) (Nintendo Switch) (Main Artist / Animator) (2019) Contact me if you are interested: Email: wonman321@gmail.com thanks for watching.
  2. Hello, my name is Alejandro. I'm an indie developer, I work also as freelancer. My portfolio is http://www.noisechip.com/, my rate is 10-15$ hour. Here are some examples of my work: You can also reach me by mail noisechipfreelancer@gmail.com and discord noisechip#8773. Thanks.
  3. Hi all, I'm making a shmup game at the moment. I'm trying to animate player's diagonal movements but can't get it to work. Any help you could offer would be greatly appreciated. First, I created the animation: this.anims.create({ key: 'rightUp', frames: this.anims.generateFrameNumbers('player', { start: 30, end: 33 }), frameRate: 10, repeat: -1 }); then when the player wants to go up&&right: if(this.keyLeft.isDown&&this.keyUp.isDown){ this.player.anims.play('rightUp', true); var isPaused = this.player.anims.currentAnim; var progress = this.player.anims.getProgress(); // console.log(isPaused) console.log(progress) } Everything else works perfectly fine (e.g. left, right, up, and down). My console just returns 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 when I press the up and left arrow at the same time. In contrast for any other motion, it returns the frame number it's playing. Thank you in advance, Bong
  4. Hi! My name is Julia. I’m a 2D Game Artist and Animator. I create 2d characters, objects, UI, backgrounds and flash animations for the games. I use Adobe Photoshop, Illustrator and Flash. I'm interested in full-time freelance, and also individual projects. I prefer fixed rate. Please send me the asset list or detailed description of your project. Then I can tell the full cost and deadlines. You can see my works: http://jill-korn.tumblr.com/ You can contact me at julie.korni@gmail.com
  5. So to preface this, I've already looked through the docs for something that could do what I want but I couldn't find anything too useful. So I'm trying to make a sprite grow cracks over time (think like in minecraft when you mine), except I don't want to have to create a spritesheet of no cracks to cracks and have to loop it for every sprite texture. I'm looking for someway to play a standard opaque animation over each item I want cracks to form on. Is there anyway to do this? The only method I could think of would be to at the time I want the cracks to appear, to spawn a sprite right on top of the current sprite that is just a opaque cracking animation. This would work, but creates the challenge of having to deal with these opaque cracked-animation sprites now, especially in a multiplayer settings when I'm trying to run as efficiently as possible. If it comes to it I'll use this system and figure out a way to handle them but would rather have something that I can tie to the sprite that self destroys like an animation of its texture would. Let me know if I need to be clear, kind of rushed this. Thank you!
  6. I wanted to know if it's possible to load an animated sprite in preload() and use it in preload(). Essentially I am trying to get an animal to run across the screen to mark the progression of loading. I have a simple graphic rectangle setup as a basic loading bar right now. If I try to update the position of the sprite with this.dog.x it throws an error that x is not a property.
  7. Hey guys, i tried to make a soft sprite animation with PIXI.js, i learn about the ticker and i tried to implement, but is a loop, and its no use because is a movimentation player. See the print Is a isometric map, and i need I need the player to walk the floors, i already do that, but not so that the animation is smooth, it goes from point a to b without any animation. I also tried to implement the smoothie library but it was not possible. i stay waiting for responses, sorry for my bad english;
  8. Hello All, I'm new to Phaser and the world of HTML game development so I'm trying to learn the ins and outs of Phaser 3. Past several days I've been trying to get some sprite animations working via an atlas but not having much luck. The feet would not stay aligned to the floor. I'm assuming it has to do with the physics body since I can get it to work as intended via a sprite sheet or with an atlas without the physics involved. I've tried messing with the body.setSize() and the setOrigin() to the sprite itself but luck. I've attached the quick demo of the problem. The attachments go into the "assets" folder and the index.html code is below. Apologies ahead of time if I'm not going about posting the example in the proper way...let me know if I am. In the demo I've got three versions of the sprite: The first (dude1) is created via sprite sheet and works as expected. The second (dude2) is created with an atlas with no physics and plays the animation as expected The third (dude3) is created with the same atlas as the second but I've added the physics to it. As it animates it seems to jitter vertically and will go through the floor. The atlas png/JSON was created using TexturePacker and I've added a pivot point right at the left feet of the sprite. Any help would be very much appreciated. -Ray <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Document</title> <script src="//cdn.jsdelivr.net/npm/phaser@3.22.0/dist/phaser.js"></script> <style> body { background-color: grey; } </style> </head> <body> <script type="text/javascript"> const config = { type: Phaser.AUTO, parent: "phaser-example", width: 600, height: 400, pixelArt: true, physics: { default: 'arcade', arcade: { gravity: { y: 300 }, debug: false } }, scene: { preload: preload, create: create, update: update } }; const game = new Phaser.Game(config); function preload() { this.load.image('ground', 'assets/platform.png'); this.load.spritesheet("dude1", "assets/king_spriteSheet.png", { frameWidth: 78, frameHeight: 58} ); this.load.atlas("dude2", "assets/king_atlas.png", "assets/king_atlas.json"); } function create() { let floor = this.physics.add.staticGroup(); floor.create(0, 400, 'ground').setScale(3).refreshBody(); this.anims.create({ key: "dude1_idle", frames: [ { key: "dude1", frame: 0, duration: 1000 }, { key: "dude1", frame: 1, }, { key: "dude1", frame: 2, }, { key: "dude1", frame: 3, }, { key: "dude1", frame: 4, }, { key: "dude1", frame: 5, }, { key: "dude1", frame: 6, } ], frameRate: 10, repeat: -1 }); this.anims.create({ key: "dude2_idle", // frames: this.anims.generateFrameNumbers('dude2', { start: 1, end: 8 }), frames: [ { key: "dude2", frame: "Idle (78x58)_01", duration: 1000 }, { key: "dude2", frame: "Idle (78x58)_02" }, { key: "dude2", frame: "Idle (78x58)_03" }, { key: "dude2", frame: "Idle (78x58)_04" }, { key: "dude2", frame: "Idle (78x58)_05" }, { key: "dude2", frame: "Idle (78x58)_06" }, { key: "dude2", frame: "Idle (78x58)_07" }, { key: "dude2", frame: "Idle (78x58)_08" }, { key: "dude2", frame: "Idle (78x58)_09" }, { key: "dude2", frame: "Idle (78x58)_10" }, { key: "dude2", frame: "Idle (78x58)_11" } ], frameRate: 10, repeat: -1 }) this.dude1 = this.physics.add.sprite(100, 250, "dude1"); this.dude1.anims.play("dude1_idle"); this.dude1.body.setSize(50, 30) this.physics.add.collider(this.dude1, floor); this.dude2 = this.add.sprite(150, 352, "dude2"); this.dude2.anims.play("dude2_idle"); this.dude3 = this.physics.add.sprite(200, 250, "dude2", "Idle (78x58)_01"); this.dude3.anims.play("dude2_idle"); this.physics.add.collider(this.dude3, floor); this.cameras.main.setBackgroundColor("#AAAAAA"); this.cameras.main.setZoom(2); this.cameras.main.setScroll(-100,80) } function update() { console.log( // `D1-F: ${this.dude1.frame.height} D1-B: ${this.dude1.body.height}`, // `D2-F: ${this.dude2.frame.height}`, `D3-F: ${this.dude3.frame.height} D3-B: ${this.dude3.body.height}` ) } </script> </body> </html> king_atlas.json
  9. Hey! I'm Hanna, freelance 2d game artist, creating cool assets, illustrations and UI. I'm currently finalizing work for a game and will be soon available for new commissions. Check out my (quite unique) portfolio-website: habela.github.io Tell me about your project, ask for a quote, let me know about your budget or just say hi - haniahabela@gmail.com some of my work:
  10. Hi, If I create animation this way: myanim = scene.add.sprite('myanim'); scene.anims.create({ key: 'myanim', frames: scene.anims.generateFrameNumbers('myanim', { start: 0, end: 20 }), duration: 1000, hideOnComplete: true }); .. and later I want to change it's duration or frameRate - how to do that? I try this, but no luck: myanim.anims.duration = 3000; myanim.anims.frameRate = 15; myanim.anims.currentAnim.duration = 3000; myanim.anims.currentAnim.frameRate = 15; Animation still runs with the initiall duration.
  11. Introduction: Hi everyone I'm 3D Modeling, rigging and animation artist with 5 years experience game industry(Mobile, PC). If you are looking for 3D artist or animator for your project. Please contact me and i would make your project to the next level. Service features: Character designs 3D modeling, texturing 3D rigging and animation My porfolio: https://www.behance.net/Des3DTeam Contact us: Email: des3dteamw@gmail.com Discord: Des3dteam#1619 Skype: Des3D Some of our works: Some item stuffs
  12. Hi! My name is Radmir. I am a professional musician - composer, sound-designer, sound engineer. I play string, keyboard, percussion instruments. I 've been doing music for over 10 years. I carry out a full cycle of works on music creation: Recording, mixing, mastering - creating music of any genre for animation, mobile and computer games, TV series, short and full-length films, commercial videos, advertising, etc. I work with Steinberg Cubase, Pro Tools, Logic Pro. Record sound on professional studio equipment. Portfolio: Creating a music I want to help people know themselves and feel the world around them deeper. Good music can treat. Knowing music, you first of all know yourself, because you are music! Contacts: E-mail: kradmir@rambler.ru Skype: radmirguitarhero Telegram, WhatsApp: 7-(911)-903-96-59 I will be glad to cooperation!
  13. Juliastorybored 2D and 3D Art Shop Hello, I am Julie (Juliastorybored) an experienced generalist 2D and 3D artist. I will be offering 2D (concepts, characters, environment) and 3D modeling for both stylized and realistic PBR (Physically Based Rendering) art style in my 3D production pipeline depending on your needs. I also do rigging and 3D animation. If interested, you can contact me here through PM or email me directly at juliesusanalmoneda@gmail.com 2D Characters and Environment 3D Characters and Environment Before starting, Things to keep in mind: What kind of resource/s you do you need? (Props, Character, Environment) How many? (a list will be a great help) Your Email Address (for me to send my art updates to you) Give the preferred scale Reference images (the more the better) Deadline. (If any...) Thank you and I will be looking forward to work with you!
  14. Hello everybody. I'm trying to make a thin mattress (a simple parallelepiped with textures) roll up. The first try was with a curve path ( a spiral shape) linked to the mesh, animated and modelled in blender, but the result in babylon js didn't preserve the deformation infos. The mattress was still, it didn't move except for a translation on the X axes, and inspecting the scene i could see the spiral in the meshes but not the information about the animation. So i tried with armatures cause i read that it's well supported in babylon js. With a simple curve animation of the bones the model's behaviour was the same as in blender, so it was performing in a great way. But, when i elaborated the bones structure to simulate the roll up, doing a spiral, the model was fine in blender but in babylon js it started behaving in a messed up way. My question is, is that an impossible type of armature animation to achieve cause it's not what a bone structure is supposed to do, or am i missing some exporting setting/modelling steps? In alternative, as far as you know, is there a way to achieve that kind of animation? I'm sorry (it's my first thread here) but I wasn't able to attach a photo of the behaviour cause an error occurred "/var/www/html/uploads/monthly_2019_09 could not be created. Please contact us for assistance." Thank you so much for the eventual support, have a great day! Arianna
  15. Hello everybody. I'm trying to make a thin mattress (a simple parallelepiped with textures) roll up. The first try was with a curve path ( a spiral shape) linked to the mesh, animated and modelled in blender, but the result in babylon js didn't preserve the deformation infos. The mattress was still, it didn't move except for a translation on the X axes, and inspecting the scene i could see the spiral in the meshes but not the information about the animation. So i tried with armatures cause i read that it's well supported in babylon js. With a simple curve animation of the bones the model's behaviour was the same as in blender, so it was performing in a great way. But, when i elaborated the bones structure to simulate the roll up, doing a spiral, the model was fine in blender but in babylon js it started behaving in a messed up way. My question is, is that an impossible type of armature animation to achieve cause it's not what a bone structure is supposed to do, or am i missing some exporting setting/modelling steps? In alternative, as far as you know, is there a way to achieve that kind of animation? I'm sorry but I wasn't able to attach a photo of the behaviour cause an error occurred "/var/www/html/uploads/monthly_2019_09 could not be created. Please contact us for assistance." Thank you so much for the eventual support, have a great day! Arianna
  16. I am trying to add Lottie animation in the Phaser 3 in my game. But I am not able to add. Lottie Animation link. This is how I am adding into my code : this.animation = bodymovin.loadAnimation({ container: document.getElementById("game"), // Required path: "assets/json/RainLoop.json", // Required renderer: "canvas", // Required loop: true, // Optional autoplay: true, // Optional name: "Hello World", // Name for future reference. Optional. }); But here problem is, this animation is attaching to the HTML DOM elements and so that the animation comes above the Phaser game canvas, Due to what I am not able to interact with my phaser game elements.
  17. We just released full support for Spine in our Quest AI IDE. Quest is the simplest way to start building games and Playable ads that runs on Phaser 3. Simply .zip up your spine projects and import them into Quest to start using your animations in timelines. Trigger any animation, change skins, or add attachments to slots, all without writing a single line of code. We're super proud to be able to integrate with Spine and make animations way more robust in our platform (been months in the making for us). It's totally free to make an account to start building some really fun stuff (we make most of our money off enterprise accounts). Thanks for checking it out and would love any feedback!Sign-up:https://www.quest.ai/pricingTutorial:https://www.quest.ai/tutorials/spine- Andrewco-founder of Quest AI
  18. I wanna create a single animation using multiple sprite sheets that I have, which are a kin da content.
  19. There are multiple atlas animations I load in (idle, walking, running, etc). How can I attach all these animations to the player without loading in all the .png files into a single spritesheet? I would then play an individual animation under a certain circumstance (left key pressed, right key pressed, etc).
  20. Hi, Hope someone can help if I try to do a key press my animation stops until I let go of the key. (keys a and d) to move left and right - is there a way for the key press .onDown to be used once or an aletrantive way to have my animation play when the key is held down, I've tried using the docs but can't seem to find a solution eg demo below http://html5gamer.mobi/2019/ code snippet when pressing d if (this.keyRight.isDown){ this.player.anims.play('walkProper'); this.player.flipX = false; this.player.setVelocityX(150); } Thanks in advance Eric
  21. Computer graphics, animations, games and interactions are now self-evident. You just have to pick up your smartphone, tablet, desktop computer or what else and you feel intuitively when you have to swipe, click, drag or pinch zoom. You also expect nothing less than nice interfaces with smooth animations. But it wasn't always like this... There were times where there were no editors like Photo and Designer, nor Illustrator, nor Photoshop, and even computers, games and animations of frames didn't exist... I wrote a blog series of six where I like to take you on a journey through time with our focus on learning about the development before and during the creation of computers, digital graphics, animations, games, graphical interfaces, graphics software, interactivity, 3D, a pinch of the first games, the creation of the internet and a touch of virtual reality. I have made more than 110 illustrations for this series and also provide each part with at least one interactive to bring the events alive as good as possible for you. Part 1 is out there now! Hope you like it and I'm sure you learn something new from it and be surprised by some events! There will be a new part every month from now. Enjoy! English: History Interactive Computer Graphics - Part 1 Dutch: Geschiedenis Interactieve Computergraphics - Deel 1
  22. Hi, I am trying to import an animated character from mixamo.com but without success. I am a developer, not a 3D Designer so I don't really understand what happening ^^ I go on mixamo.com, select a character and an animation (walking) I check "in place" animation", export with ".dae" extension, 24 frames/s, uniform key frames reduction, with skin, and finally download the the character (zip), I import the .dae in Blender, then export it with the BabylonJS exporter I go an error in log : can't export because of armature I read I just have to ctrl+A in Blender then scale => indeed, after that, the export is working, but it breaks the animation If I continue, load the .babylon in babylon I see the character loaded, with textures But... animation make absurd things, the character is not "moving in place" but totally go away It is not a direct Babylon problem : the problem is this "ctrl +A > scale" that breaks the animation. My question is simple : after imported the .dae in Blender, what I have to do to export it correctly, with animation, in .babylon format ? My goal is just to load ANY animated character in BabylonJS, ideally, a character moving, jumping, and crouching. That could be another question : how to get many animations from mixamo in a single export ? I understood we then just have to select frame index and play the good animation. So, loading few times the same character for different animation seems not very smart ^^ Thank you for your help
  23. I use sprite sheets to take care all the animations in a web game. I have some really big sprite sheet with a size of 14450x5406 and the game will be so laggy when I'm trying to render this into the stage. Since it is a response time vary application which require a no-lag performance, I decided to split those sprite sheets into multiple sprite sheet such that each of them with a size of 2048x2048 after I've read some post as below: The performance is better than before in the first play of the animation. Let say if the application will 100% chance become laggy in the previous, it's just 50% now. However even the animation is smooth in the first play, It'd become laggy if I gonna render it again after 2-3 minutes(It's still smooth if I'm rendering it again immediately) . So splitting the large sprite sheet into multiple sprite sheets may helps a little bit on laggy issue but still the problem exists and I couldn't know the reason. I play all these huge size animations right after another animations(small size): By laggy I am meaning that the Chrome is like totally freezing. I read some posts and some of them said that it's because GPU can't rendering anything while uploading texture into GPU. So I've posted another question in the past: So I prepared all the animation sprite in a loading screen and turned off the GC with the following code: But the same thing is happens. The Chrome is freezes every time when playing the animation with sprite sheet of large size(freezes happens on entering onComplete), not on the small one. I would like to know any possible reasons and suggestions about this issue. If this cannot be solved in programming level, could I resolve this in hardware way? like buying a better graphic card with more video memory?
  24. Hi) I use this example https://www.babylonjs-playground.com/#72C7CT#3. But in this example we have all trajectory in first step. I tried to change this example for my question: https://www.babylonjs-playground.com/#X0MDYG. In this example I see animation of the last segment of my all path. How can I change this situation and see animation from my first point to the last. This situation occurs when we initially do not know the entire trajectory. We only know the current and previous trajectory node. Could anybody help me?
  25. Play "Offerlings" in your browser" For the game jam Ludum Dare 43 we decided to try out BabylonJS. We knew we wanted to create 3D game and for it to run on the web and on mobile browsers. We'd previously created our own JS engines with THREE.js as the renderer, but the time constraints of the game jam (3 days) meant we wanted to an existing game engine. We looked at other game engines that had HTML5 exports (Unity, Godot, Unreal), but none of them really worked on mobile. We're really happy with using BabylonJS, the examples were great for learning how to add various features into our game. Looking forward to the AmmoJS plugin in version 4.0! Let us know what you think of the game, and if you spot any problems.