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Found 23 results

  1. Hey everyone. I am building a web based 3D interactive showcase of a spacecraft's journey. Most of the users are expected to be accessing it via low to mid range androids, so for performance I've decided upon three.js, rather than babylon.js. Correct me if I'm wrong in this. I've worked as a web developer and dabbled with game development with Phaser and Godot, but haven't built anything with three.js or babylon. So I wanted your advice on best practices and resources; things that my future self would wish I had known before starting. Here's some more information: The showc
  2. Hi all, I've recently started a project that I gave myself to learn more about web based applications. I'm working on building character creation menu, (based on NITW by infinite fall), of which the design I had in mind would eventually look something like this: What I have so far is just a test of one of the sprites I put together: mae.mp4 The sprite is made using just one layer, at the moment. Essentially, while I don't think the concept is too difficult to put together, I'm having trouble finding examples of how to implement relevan
  3. When I attach an event to a sprite, like sprint.on('click',clickresponse) I would like to know which of the hundreds of sprites fired this event. But somehow the event does not contain a pointer to the sprite that fired the event. I would have thought currentTarget would be a good candidate to test for it, but that one seems to be null allways. How to figure this out?
  4. Hi, Pixrs I'm new to PixiJS and would like to ask a question about how to do a delay on mouse move using Pixi (on the element that has the Displacement filter), I removed a part of the example code that is on the official PixiJS website. I created a div (#follow) to show how effect I wish. Anyway, I would like the element to follow the mouse in a smooth way. Code is in Codepen: Thanks
  5. Hello everbody, I am new to this Forum. So please forgive me if I posted in the wrong thread. I am developing an Interactive visual novel made out of videos and video loops. Build up: - play video, go to loop; - choose dialog in loop; - play video, then go to action loop; - play mini game in action loop; - if won, repeat same process in different level, or game over. There are two things that I am struggling with: 1. How do I play an loop, after an video has been played? 2. I want to add an button during the loop, that will switch
  6. We're looking to re-create the 3D element of this interface https://xboxdesignlab.xbox.com/en-gb/customize?productid=900WZDF9XJVG We will be building internally the 2D interface, which will allow users to change the colours of an SVG model clicking items from the right hand side list (similar to example site) We're looking to work with a developer to create the 3D model, that will work with our code to change the colour of the 3D model. We will supply the 3D model in a useful format for the website (essentially whatever is required). The 3D model will need to be interactive (e
  7. I want to create a city builder. Some objects will have transparent pixels, but they still capture click events. Is there a way to figure out which object was clicked in a way more advanced than just rectangles for shapes? I'm thinking I might have to figure out the click coordinates, then iterate over all objects in that point, starting with highest z-order, until I reach a non-transparent pixel.
  8. When profiling my game in chrome, 8-20% of the time is spent in processInteractive(), but to my knowledge I haven't enabled interactions. Is there a way to turn them off? Is there a way to turn them on *accidentally* ? Perhaps by adding a function to a pixi object like sprite.onmousemove = fn; or something like that? The game is live (works best in Chrome, not sure about the others) http://sharkz.io/ . If you play it and run the profiler you can see what I mean. I've also attached a screen shot of the profile. The source code is http://sharkz.io/js/app.js which I've searched for the
  9. If I set a parent to be interactive and then add some interactive children to it, their defaultCursor property does not work. Demonstration. Should be pretty obvious what I am trying to do, but in case it's not: I intend to allow the user to scale that green thing with those handles. The code to look at is let handle4 = new PIXI.Graphics().beginFill(0xFF0000, 1).drawCircle(handleRect.x+wonderfulRectangle.width, handleRect.y+wonderfulRectangle.height, 10).endFill(); handle4.interactive = true; handle4.button = true; handle4.hitArea = new PIXI.Circle(handle4.x, handle4.y, 10)
  10. Hi gang, Allow me to introduce myself with this first post about my game under development. After finishing my first beta (there's some dev versions before that) I decided to go out into the internet to find like-minded souls. The current beta only shows the interactive graphic novel but that's a branch within the 'framework', another branch is a point and click adventure (links below). Be advised, I *do* intend to make adult material, ranging from tongue in cheek erotica (think Leisure Suit Larry) to X rated stuff but you don't get NSFW thrown in your face at splash. Actually, you d
  11. I wonder whether it is possible to translate browser viewport on Plane in 3D world. Like video texture on plane. And If this 3D plane can be interactive like browser is ??? Just ask how it is with this. Could be that possible to do? Could we have more browsers planes in 3d world which will be interactive? greetings
  12. Hi I have a button that I've created from a png image But the hitArea sits outside of the image (even the canvas!) I've uploaded a zip file Hopefully someone can help Thanks hitArea.zip
  13. The PIXI.sprite, which is underneath a PIXI.particles.Emitter, has some bound mouse events - mouseover and click... but they are being blocked by the particles. When mousing over the sprite or clicking on it, the event is not fired. I found someone having the same issue, and his solution was to set the containing PIXI.container's interactive property to false: https://github.com/pixijs/pixi.js/issues/1725 However, in my situation, I require that the container be interactive for dragging and zooming the map. How can I allow the sprite's mouse events to be fired, regardless of whe
  14. Hello, I am interested to use a 3D "engine" in my browser. I wouldn't consider my project a full-on "game" per se. What I have is a configuration for a sports field arena, so want to engage with the configuration, and to manipulate the canvas and scene objects according to the configuration. Things like field length, width, goal posts, and so on. I am using ASP.NET MVC for my web platform. The configuration part is basically working but for some CSS snafus; but that's well outside the 3D scope of things. I am interested to find out how I might have a 3D canvas/scene "listen" for
  15. Hello, I've got a problem that is starting to impact the performance of my game and I found through profiling that the MouseMove & ProcessMouseMove, are binded to the window "mousemove" event. They do fire correctly, but I simply need them to fire once per frame. ( They fire 5 - 10 times per frame which is normal ) Is there a way to do this in pixi with interactionFrequency, or do I need to do some hack ? Thanks in advance
  16. I have a game world that is essentially a PIXI.Container with a bunch of sprites in it. I want to tap/drag to move the world around, but the problem I seem to have is the width/height of the Container is 0, 0. So I can fire events if a sprite within that Container is tapped/dragged, but not every part of the screen will have a sprite, how do I set the width/height of the Container to listen for events on the entire window?
  17. Everywhere is written that for interactive events you need to set the flag sprite.interactive = true; but docs have no such Sprite properties. How did a "make" events?
  18. He had Schizophrenia, he loved pho, he was our friend. I've been working on an interactive story based on voicemails that Bruce left me. Check it out: MeanVoices.com Direct Link to "game": MeanVoices.com/story.html Definitely been dealing with audio file size issues and loading speed.
  19. I have a canvas with a set aspect ratio of 16:9 and I am resizing the renderer every time the window size changes game.resize = function() { var original = _default_screenWidth / _default_screenHeight; var designer = window.innerWidth / window.innerHeight; if ( window.innerWidth < _default_screenWidth || window.innerHeight < _default_screenHeight ) { if ( original > designer ) { game.renderer.resize(window.innerWidth,window.innerWidth/original); } else { game.re
  20. Hello everyone , I am happy to share my webpage with you. I hope this is not breaking the rules because it's not exactly a game. It's kind of interactive cv or portfolio that I belive will help me find a job as a game developer. I hope you like it Page: smithchris.com Cheers Chris
  21. Hey, So I'm making a drag and drop type application in pixi that masks sprites if the mouse is inside a box. It looks like this: http://gyazo.com/e658aef16a76b78014c6892eee5c82bd Now the problem is I'm trying out pixi's interactive mode to do the dragging, but as you can see from the gif although the sprite is masked, its still clickable outside the box. I'm just wondering if theres any neat way's of negating the clicking, maybe using some built in functions that I'm unaware of. I can think of a few ways of doing it, right now the way I will probably do it will be simple checks on the bounds
  22. Hello, everyone I am presenting a project which will be a good contender to immersive navigation environment, but the immediate goal is a mindmapping tool. Programmers skilled in 3d, dataminning, integrating big data, and others will be essencial to the development. A challenge is here for programmers who dwell in visual thinking and make use of mindmaps and would like to improve them. A challenge to build a 3d environment for mindmaping, with stunning compartmentalization and interaction, recursiveness, big data integration, and enhanced visualization. I have a couple of ideas on how to
  23. I have an object that contains a Sprite and I set that sprite to be interactive and set all the interaction callbacks however when I add a few of them to my scene I must touch the last added one before the other's will send the touchmove event (touchstart, and touched are still being called). The mouse events are called fine when played in a browser, this issue arises when I play on my iOS devices. MySprite NameSpace.MySprite = function(){ this.selected = this.selected.bind(this); this.dragged = this.dragged.bind(this); this.deselected = this.deselected.bind(this); this.sprite
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