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  1. I have this idea for creating a character customization system. The system would be implemented as follows. 1) Organize a base template sprite sheet with character components arranged in a composition for future compositing. Example: Lets assume a full body template for a characters design is 125 by 125 consisting of head, body, and leg components. The head component of the character would use 25 pixels and would be isolated on separate parts of the sprite sheet that occupies the respective pixels while the rest of the 100/125 pixels are blank. The same would be done for the
  2. Hi, I am an edu. musician and freelance composer. I have composed music for games, as well as trailer, film & tv prod. in a varity of styles, (Orchestral, Electronic, Acoustic, Jazz, Chiptune, Sound Design ...) Indie-friendly rates, reliable & professionel, high quality work. https://soundcloud.com/nice-noise-on/sets/playlist https://soundcloud.com/nice-noise-on/sets/sound-design If you are low on budget. I also have non-exclusive tracks in various styles. Contact me for more infos. I also can help out with Sound Design and/or can direct you to great colleagues of mi
  3. Hi, I want to use a font that I have installed locally on my computer in the game. Can someone help? Thank you.
  4. I'm developing a game that will have grid based maps - levels and the player will be moving through it one block per keystroke. I'll be using the keyboard as input just for the start, I'll add others later on. Every level is generated from a double array filled with 1 & 0. So I want to do here is for example: if I press W the player will move one block forward. if I press Q the player will rotate anticlockwise by 45 degrees.
  5. Hi all, I am recently developing a game which needs a physics bounds like a rounder rectangle. I looked through the docs but find no way to achieve that. Help me, thank you all~
  6. I'm using a custom material which is pretty similar to the ground material used in WorldMonger demo. The problem is that I don't get a shadows on it. Well it's not a big surprise, because I'm overriding the _effect property of the base material. The question is how can I get both my effect with a base material effect without copy-pasting the code from base material. I mean how can I get shadows while using additional effects?
  7. I am new to Babylon and I have some knowledge about unity shaders but I am not sure how can I create shaders for Babylon, can any one suggest me any tool or any link which can help me to design or create some beautiful Shaders for Babylon. as BabylonJs Object's material, as we have shader forge available for unity, can any one suggest me a tool for WebGL shader create tool? that will be your good help for me, I am getting frustrated and need extream help from Babylonjs Community.
  8. Hey Folks! For my custom Shader I want to use the object's normals in view space. Therefor I need the gl_NormalMatrix. I know how to construct it (inverted and transposed MVMatrix) but I don't want to construct it manually for each object. I found this thread [SOLVED] - Shader Programs Attributes And Uniforms, but there was no hint on how the gl_NormalMatrix is called in babylon. I also searched the babylon git-repository, but could not find where the shader attributes and such are declared. Can anyone please point me in the right direction? Thank you for your time -Maineq
  9. Hi everyone, I have now been stuck with a problem for a while and figured I would ask here to see if anyone knew how to fix it. I have a scene where you can dynamically add your own images to it, that will than be transformed into a material with the images as the diffusetexture. The transforming happens by using the raw image data to create the texture with the function: BABYLON.Texture.LoadFromDataString - it looks something like this: material = new BABYLON.StandardMaterial("imageMaterial", scene); var imgTexture = new BABYLON.Texture.LoadFromDataString("data:" + Math.random()
  10. Dear Babylon JS community, we as a company have decided, that we want to use Babylon JS for a larger project. For this we have specific requirements for what the shaders have to be able to do. I will first state the problem I am trying to solve and then give the context, for possible alternative solutions. PROBLEMS: For our more complex shader computations we want to integrate shadows from at least one shadow-generator in a custom shader. For reasons of confidentiality I can not submit our current project code, that is why I created this test playground: http://www.babylonjs
  11. Hi there, I want to extend Phaser.Weapon so I can create my own custom weapons. I know that you extend groups by using Weapon.SingleBullet = function (game) { Phaser.Group.call(this, game, game.world, 'Single Bullet', false, true, Phaser.Physics.ARCADE); return this; }; Weapon.SingleBullet.prototype = Object.create(Phaser.Group.prototype); Weapon.SingleBullet.prototype.constructor = Weapon.SingleBullet; But what about the weapons group? Are there any examples out there for this? EDIT: I used Weapon.SingleBullet.prototype = Object.create(Phaser.W
  12. So I'm currently following @rich 's Shoot-em-up tutorial from over here https://phaser.io/tutorials/coding-tips-007. Please have a look at the source code if you haven't already. From what I understand he create's a weapon array that holds all the weapon types (each of which are an object inside a Weapon object). Now my question is How do I access the current weapon bullets in game.physics.arcade.collide? I've used game.physics.arcade.collide(this.weapon[this.currentWeapon], this.enemies) and this works fine, the bullets and the enemy collide well. BUT what if I wan
  13. I know that I need to use .buttonMode = true and .defaultCursor = "inherit", but I want to change the cursor to an image (like in CSS). defaultCursor = "url(http://www.image.com/jpeg.png)" doesn't seem to be working. How can i achieve this?
  14. hi, I would make a custom function to have tween more simple. I would have readable params in the function because i have a lot of value. i could do : function transition (obj,xbegin,ybegin,easing,delay,time....) //but it become difficult to read transition(player,100,100,Phaser.Easing.Linear.None,100,2000,...) but it become difficult to read. I put below a short example of what i would do : function transition(xbegin=x_begin) { console.log(x_begin) } transition(xbegin=100)//but that don't work because xbegin is undefined here the jsfiddle : https:
  15. Hello, I ask this with some caution, obviously, since Mesh instances are fairly rich with "property" content as it stands. I'd like to add a couple of custom properties to help some client application code determine whether a mesh is "selectable" or not. I wonder how to go about doing this and keep a sane boundary between the rich existing properties and the application properties. First if it's even possible, in the face of operations like "clone", etc. As a strategy, for instance, I see naming conventions such as "CamelCase" or "camelCase", with or without leading "_under
  16. Hey, thanks for taking a look. I´m offering highly professional sounding music with a unique touch for your project. If you are interested, then please check out my work here: Soundcloud.com Get in touch via nice-noise(at)web.de Cheers, Mo
  17. Hi, I'm trying to customize the camera inputs, but camera.inputs property is undefined. I am using the ArcRotateCamera, nothing custom. http://doc.babylonjs.com/tutorials/Customizing_Camera_Inputs Anyone had this issue before? Suggestions? Cheers
  18. Hello! I'm having a hell of a time trying to create different bullet types in my game (and this problem extends to different weapon types, enemy types, etc.). I know how to extend Sprite, and I have done so to make a base bullet class. However, I can't seem to figure out how to extend that class to make bullets that behave differently. For example: I have a weapon of type Pistol that will shoot bullets of type BulletPistol, and a weapon of RocketLauncher that will shoot bullets of type BulletRocket. The form is like a typical bullet, while the latter will start moving slowly, then accelerate.
  19. Hi All, Anybody in here already create game using phaserjs and embeed to moodle ? i have some problem to do that, if anyone have success, please give me advise. Thank You, P
  20. Hello! I have been playing around with babylons animation features and I am curious if it is possible to connect a BABYLON.Animation to a custom material / a ShaderMaterial? Thanks!
  21. For the last 2 full days I am trying to make a function to draw a custom shape mesh and I can't do it. I am trying to fill it with triangles (as I understand it is done), but my math skills and logic are not good for this. Plus the function I made doesn't fill it correctly and loads the browser (and RAM) very much to the point that it crushes the browser for low memory (after long time usage ~ 1 hour ). It is driving me crazy, and I saw that is on the road-map, but I desperately need it for the current project I am working at, this being the only thing that is stopping me to advance. PS: I do
  22. Hello, I'd like to customize my player by giving the ability to pick different avatars/colors/etc from predefined list. I've already checked phaser examples, and wiki on the github. Would you recommend some examples with the similar behaviour, please?
  23. Hi, I would like to know if it is possible to create more properties for a sprite. For example, I'm creating a multiplayer game that is based on GPS, so I would like to assign a latitude and longitude to a sprite. So I would like to do it like this: sprite.latitude = value; sprite.longitude = value; Is this possible out of the box, or do I have to modify the phaser.js to achieve this? Thanks in advance, Kevin
  24. Hi! I would like to show a custom loading bar at the beginning of my game. Is this possible in panda.js? How?
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