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  1. I'm trying to work out how to log asset byte sizes after load. e.g. something like this: PIXI.Loader.shared.add("bg", "img/bg.png") .on("progress", loadProgressHandler); function loadProgressHandler(loader, resource) { console.log(resource.size); } This possible?
  2. Hi, I'm hoping you can share some ideas with me! I'm making web based games with Pixi.js and I'm having a bit of a hard time working with the graphics design team (this is not a developers vs designers issue!). I'm trying to find the best workflow that might help us both do our jobs faster, but I can't seem to find the right tool for it! The designers sketch and build the app in Photoshop, and I work in Typescript with Pixi. So... what we've tried so far was: they sketch up in PS and then generate all assets with TexturePacker, leaving me with a json file which I can easily import into my
  3. I've been struggling to find a bit of paid work lately, so I have been working on a set of assets that I intend on packing up into an asset pack, the character is in the style of a project that I am currently working on in Phaser 3 titled: "Karzak The Slayer" where you play as a barbarian that has had his victory feast stolen by some mischievous goblins. The tile are nothing alike that project's tiles but any way, I was hoping to supplement the income I have from the days or work I find labouring here and there or odd contracts and this was the best way I could come up with. I started the
  4. I'm building my first Pixi game and working on basic services for asset management. My game should support few different resolution asset packs. Pixi handles this fine with resolution values and scaling. Next part I'm working on is to reload higher definition assets when required. Lets say that player starts game on 800x500 embedded window but presses full screen toggle. In this case I'd like to load HD assets on background and then replace the SD assets with newer ones once loading is ready. Before implementation I'd like to know if there is any existing mechanism in Pixi for this kind o
  5. Hi indie and html developers 🙂, a while ago we tried to save a little bit of your time and presented our tool to translate your GOOGLE PlayStore release notes automatically. If you missed - click here (HTML5 - Release Notes - Translation Tool - Google Playstore)! Now we are in the beta test of our new services. It goes far beyond the ideas of our first tool. It enables you to automatically translate and upload all store text assets directly to the Apple App Store and Google Play Store. Description: - Localizing your store descriptions is essential fo
  6. Hi, would like to propose some possible improvements for AssetsManager there are multiple tasks that can be added to manager, but I think would be nice to have general `addTask(task: AbstractAssetTask)` so custom tasks could be created and added to manager if needed. right now response in onSuccess can be just string or ArrayBuffer but I think it would be great to get back request object so there would be more control what to do on success. minor but I didnt found way to add mime types to loader, but that can be fixed on server side as well, so server always serves
  7. Hey everyone I recently started trying to put my webapp made in Babylonjs and typescript into a Cordova android app. Before this I was just setting up a local server, this way I could load all of my assets easily. However when my app gets built for android it makes all of the assets go through this type of path file:///android_asset/www/Audio/ Which I don't believe Babylonjs can handle er something. Except some of the sound files load source: I can hear them but they still give the error. So I was wondering what the next best solution would be, but I don't have my own ser
  8. Hi team, I'm quite interested in the PandaEditor. However, I'm having some trouble using it. I'm using the latest version (Downloaded yesterday). Here's the assets tab: Now: How do I add more assets? I've tricked clicking, right clicking, ctrl+click, etc. So it seems that the asset view is just that.. a view? Or am I missing something? I want to either 1: Be able to select assets for editing. (opens with Editor of my choice). 2. I would be happy with at least being able to open the file explorer directly to the assets folder from PandaEditor.
  9. I read in another thread that BabylonJS intelligently handles multiple uses of the one texture for optimal performance i.e. internally if the texture path is the same then no extra vram is used for subsequent new textures with the same path. I suspect I've been overcomplicating things up until now but here's some related questions. Question 1 If I load my textures with AssetsManager like so: var textureTask = assetsManager.addTextureTask("my-texture", "./path/to/my-texture.jpg"); Are the following methods of applying the textures equivalent behind the scenes (i.e. neither
  10. const atlasData = { // some data... } this.load.atlas("one", "one.png", atlasData); this.load.atlas("two", "two.png", atlasData); gets this error: File.js:557 Uncaught TypeError: Failed to execute 'createObjectURL' on 'URL': No function was found that matched the signature provided. at Function.File.createObjectURL (File.js:557) at ImageFile.onProcess (ImageFile.js:142) at LoaderPlugin.nextFile (LoaderPlugin.js:827) at ImageFile.onLoad (File.js:328) deleting either line works perfectly fine
  11. Hello, Possible Bug in Assets Manager Audio. QUESTIONS: Is this a bug, is it related to M64 and M65, does anyone have any insight on M64 and M65? STEPS: 1) Run the Audio test (https://www.babylonjs-playground.com/#PCY1J#8) from these docs (https://doc.babylonjs.com/how_to/playing_sounds_and_music) and no audio. Reproduced in Dev environment. Along with interesting deprecation messages in the console. below... (maybe not related?): [Deprecation] GainNode.gain.value setter smoothing is deprecated and will be removed in M64, around January 2018. Please use setTa
  12. Hi all, currently I got 2 state stateA assetsA stateB assetsB I want to load assetsB after stateA create completed, so when I go to stateB the preload flow can be faster even to 0. so I wrote like this in the end of stateA create part but I got some wranings this.game.load.audio('stateB1', 'assets/audio/stateB1.ogg'); this.game.load.start(); Phaser.Loader - active loading canceled / reset ----phaser-2.6.2.js:74076 and the assets are not loaded at all. so do you guys now how should I do to 【preload】assets for next state, thx
  13. Hello World, I'm a pixel Artist and Game Designer sharing my work for the #gamedev sake. I just released a Free Public 2D Platform Pixel Art Pack for everyone. Check it out I even made an online Demo made with Phaser so you can see it in action: http://pixelgameart.org/demos/sunny-land/ Download this Pack at my site where I will be posting each month a Public Pixel Art Pack (code included): http://pixelgameart.org/web/portfolio/sunny-land/ Cheers and happy #gamedev
  14. Hi, I'm open for new projects vanillapatchuli@gmail.com My gallery: https://www.artstation.com/kozhko
  15. Hey everyone I just have two simple question I cannot find an answer too. First Question: The SpriteManager needs a capacity parameter, but why does it need this? Why can I not change this during runtime? What does it actually do (in the background) (except for just not showing any sprites that exceed the capacity)? Does it hurt performance at all if I just put a 'crazy' high number? Can the manager not just +1 the capacity by itself in the background whenever an instance of the sprite is created? It just seems so odd that I have to give it a number and I feel like I'm missi
  16. Hello! Lirio Art Production can provide mainly high quality texture or 3D props from scratch to final output for your next-gen game. Please feel free to leave a comment here or directly message me regarding your project and estimates at lirioartproduction@gmail.com. - Texture Only: PBR Texture Tileable - $30/texture Included: Base Color or Albedo Map Normal Map Ambient Occlusion Roughness or Glossiness Map Metallic or Specular Map PBR Props texturing - $45/props/texture
  17. Hello! Lirio Art Production can provide mainly high quality texture or 3D props from scratch to final output for your next game. All textures are set to 2048x2048. - Texture Only: PBR Texture Tileable - $30/texture Included: Base Color or Albedo Map Normal Map Ambient Occlusion Roughness or Glossiness Map Metallic or Specular Map PBR Props texturing - $45/props/texture Included: Bake the sculpt to the game res Base Color or Albedo Map
  18. Hello all! I'm currently making an isometric game using Phaser and the superb isometric plugin. However when it comes to creating assets I hit a wall. When searching online I don't really find something useful on best practice on creating isometric art but a few tutorials. If I want to a few characters - say same form, different clothes - in eight directions should I use a program life Inkscape and draw all of the different angles or should I create a 3D model and take pictures. I find the information on the topic very lacking. Thanks in advance for any answ
  19. Okay, so a lot of the tutorials for Pixi.js seem a bit outdated. Most of the information out there still uses the old way of creating a new Pixi application by not using the newer 'convenient' Application class and setting up the renderer, container, and ticker by hand. A lot of the guides and articles also seem to be written before Pixi adopted and extended on a third-party loader module. Anyway, could someone explain to me how loading assets works, and what it means exactly? Normally, to start displaying some visuals with Pixi, you need to create a texture, and then a sprite f
  20. What benefits importing assets in .babylon format has over .obj format? Which is better for performance, especially for loading very big high poly objects (for example, 100mb)?
  21. Hi, I had trouble loading sounds and playing them directly at startup. I realised that the AssetManager calls the onFinish callback before loaded sounds _audioBuffer is set and are _readyToPlay. I dont know if it was a designed choice but it would be really useful either if the asset manager waited by default for the readytoplay flag to be set, or if there was an option to set when adding the job to the manager.
  22. Hi, To make the preload faster, I need to load several assets after the preload phase, and use then when they has been loaded. To do that, I've used the Phaser.Loader object and register to "onFileComplete" Phaser.Signal to catch the file when has been loaded, to load the next file. This works well until I need to change the current state and there are an asset being loaded. When the file is loaded and the new state has been created, Phaser detects that the Loader is not loading (processLoadQueue method from Phaser.loader) and shows this message: 'Phaser.Loader - active loading canc
  23. I have been looking over the forum and such and through various resources and decided to throw together some things for new comers and such. If you want to add to the list, just reply and I will get around to it. I will be adding more as I come across them as well. Legend [$] Must Purchase [/$] Purchase but has Trial Version [//$] Must Purchase if for commercial Assets SoundImage Books, Tutorials and Videos [$] Create a procedrual endless runner [$] Create a vertical endless runner [$] Discover Phaser [$] From null to full HT
  24. Hi everyone I'm currently running my own asset website where I post all my own work for developers such as yourselves to use in their games. The site's been going for over 18 months now and I've accumulated a good collection of assets already. The idea of the site is to produce useful assets at affordable prices. The site isn't just another asset store, it's kind of a personal thing and all the assets their are my own with the intention of maintaining a kind of continuity of style across all the assets I produce, although they have changed slightly over time as I've settled into a style
  25. Hello All, I am completely new to Phaser. For learning purposes, I did a little game from a recent book that I bought, and put it on my website, that I use for testing my stuff. Here is the URL: http://www.retroinvaders.net/shump/build/index.html The issue is that the game assets won't load properly at first time, it's only when I refresh the page, at least 4 times, that I see all the assets of the game properly loaded. The Web Console (Firefox) says: Phaser.Cache.getImage: Key "enemyBullet" not found in Cache. Same error for all the game assets is repeate
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