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Found 16 results

  1. We have just released RevoltFX - a framework to create stunning particle effects. You can create particle emitters and time based effect sequences and nest them all together. Check out some samples https://samples.revoltfx.electronauts.net/ Get the library on Github https://github.com/bma73/revolt-fx To create your own effects use the RevoltFX online editor https://editor.revoltfx.electronauts.net/ Get the editor on Github https://github.com/bma73/revolt-fx-editor
  2. The default bloom post process extracts all pixels brighter than a threshold, blurs that image, and overlays it onto the original render. The problem is that it simply adds the RGB values of the 2 images together, resulting in already bright areas becoming way too bright. I want to use BABYLON.Engine.ALPHA_MAXIMIZED as the blend mode for bloom. How do I do that? Do I need to write a whole new bloom shader from scratch?
  3. Hi, guys. NeutrinoParticles plugin for PIXI is tested and released. You can download the Editor and check out video tutorials, samples and live demos at https://neutrinoparticles.com/ It is the best particle editor for PIXI. Isn't it?
  4. NeutrinoParticles became much better for the last year. Because of workflow improvements and after Emitter Guide introduced, you can create a great effect in a few minutes from the scratch. The editor has full set of video tutorials for beginners and a lot of samples. And it is totally free for now. Canvas, WebGL and PIXI renderers are available (even C#/Unity one, but that is another story). https://neutrinoparticles.com/ So, what do you think? Is it good enough to be the best one?
  5. Greetings!I'd like to present you the new platform where you can acquire licenses for music and sound effects: www.sounds4media.com Every file here is composed/produced/designed and owned by one person. It is a bypass for a corporative system: there are only few terms for using our products and it's definitely easier to make a specific deal with us To keep track with the new content on our site you can also follow us on Facebook. Search for Sounds4media - music and sound effects library or click link: https://www.facebook.com/SOUNDS4MEDIAcomWe also post some news, interesting stuff about sound
  6. I have been trying to figure out a way to animate the focus distance of the depth of field post process but have come up empty handed. I have setup a click event that runs a set of animations changing the (arc) camera's alpha, beta, radius, position, and target. I would like to animate the dof_focus_distance to match that of the camera radius so that the selected object keeps focus. my click event: scene.onPointerDown = function(e, pickResult) { if (pickResult.hit ) { ArcAnimation(0, camera.upperBetaLimit, camera.lowerRadiusLimit, pickResult.pickedMesh.position, pic
  7. Demo I made a small example for the use BitmapData to smoke animation... preload: function () { var me = this; me.load.image('face', 'assets/face.png'); me.load.image('frame', 'assets/frame.png'); me.load.image('smoke', 'assets/smoke.png'); } create: function () { var me = this; me.sizeX = 198; me.sizeY = 249; me.particleCount = 30; me.seed = Date.now(); me.random = new Phaser.RandomDataGenerator([me.seed]); me.bmd = me.make.bitmapData(me.sizeX, me.sizeY); me.bmd.smoothed = false;
  8. Hi, again ! Who know - where disappeared constructor? Or, may be right way for use this... Theoretically it must be... http://www.babylonjs-playground.com/#1SZUYN#3
  9. Hi I'm fx artist. Draw effects for game and other stuff. If you are interested contact me here: Skype: buka215 http://buka215.deviantart.com/gallery/54354293/effects-2d-fx https://twitter.com/buka215 https://www.facebook.com/profile.php?id=100001281966919
  10. Hello, I'd like to kindly ask for your help. This is the kind of effect I'd like to achieve (this was made by me in graphics program not with phaser). I manage to get this: with this code: var mainstate = { preload: function() { this.load.image('testW', 'testW.png'); this.load.image('testB', 'testB.png'); }, create: function() { this.stage.backgroundColor = '#B1FD00'; //this.tB = game.add.sprite(50, 50, 'testB'); //this.tW = game.add.sprite(0, 0, 'testB'); this.bmd = this.add.bitmapData(this.game.width, this.game.height); this.bmd.draw('t
  11. If I want to make little engine fires propelling a ship through space, would I be best using animated sprites for this or if there a way to use a Pixi created effect to displace jets streams or fire out the back of the engines? Would be cool if either method supports growing bigger when giving the ship more thrust. If it has to be sprites from image textures, can someone point me in the right direction for how to cycle these - I figure just swapping out the texture every 5 frames or so through 10 images would be inefficient. Thanks in advance.
  12. Maybe I'm blind but is there anywhere a list of available easing effect of Phaser? such like: game.add.tween(this.pauseMenuBTNcancel).to({y:game.height - 200},0, Phaser.Easing.Bounce.Out, true);cheers
  13. Hey, maybe I haven't catched the news but: are filters outdated in phaser 2.2? the examples do not seem to work and when I call: game.add.filter('lightBeam');I only get: undefined is not a functionThe filter was loaded before via game.load.scriptRegards
  14. Game Mechanic Explorer I've just launched a brand new collection of concrete examples for various game mechanics, algorithms, and effects. The examples include platformer movement, lighting, ballistics, gravity, and more. They are all implemented in JavaScript using the Phaser game engine, but the concepts and methods are general and can be adapted to any engine. Each section contains several different examples that progress in sequence from a very basic implementation to a more advanced implementation. Every example is interactive and responds to keyboard or mouse input (or touch). My goa
  15. So I have a quick question about full screen power up effects. Currently, I have a full screen effect of splashing water when a player picks up a power up. However the sprite sheet for this power up has the potential to be massive depending on the device screen size. With just a couple frames in the splash animation, we're already talking about exceeding 4096 in the width which CocoonJS is not particularly happy about when attempting to put this on mobile. Also, when a player initially picks up the power up for the first time there is a hard lag that stops the game in its tracks for about
  16. Apply shader effects to your canvas games in real time http://greweb.fr/glsl.js/examples/ Lovely demo here: http://greweb.fr/glsl.js/examples/snake/
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