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  1. Hi everyone, I'm trying to build a camera for a large exported JSON map. Currently, what I'm doing is pivoting the movement around the player to give the illusion of movement like this in the game loop ``` this.playerOffsetX -= this.sprite.vx; this.playerOffsetY -= this.sprite.vy; this.player.x += this.sprite.vx; //NOTE, this does not actually move the sprite, this.player is just a Javascript object with an x and y property this.player.y += this.sprite.vy; this.staticBackground.pivot.set(this.player.x, this.player.y); ``` Now after the player has move
  2. Hello, I am thinking about to create a Europe map for my game. There are some restrictions: -I don't want to load the map over the internet because I want to keep the network traffic small -I don't want to increase my code significantly. The map should have the size of 1000x1000 pixels. This results in 1 million pixels overall. To save all pixels as black white values would result in 8 million bit. That would increase my game size too much! I am thinking about creating the map by an algorithm. But that seems to be difficult, right? So far I have an algorith
  3. I'm in an early phase of a new project and I'm considering using Pixi for it. I think it's a good idea to ask the community before going further.. Basically, I have multi-layered maps with many different models (up to 12) the top layer is interactive, and when I click on a zone I can choose what map model to display for this zone. Heres an image of what I have in mind : https://i.imgur.com/UafKavW.jpg The solution I'm thinking of : Outside Pixi : 1 - I choose one of the available map model to display. 2 - I click on an element of a transparent SVG that is placed above the canva
  4. Hi folks, Maybe some of you followed this topic for while : Well, now I'm proud to announce the fully documented first release of the Dynamic Terrain Extension : https://github.com/BabylonJS/Extensions/tree/master/DynamicTerrain Its documentation is one the same repo : https://github.com/BabylonJS/Extensions/blob/master/DynamicTerrain/documentation/dynamicTerrainDocumentation.md Have fun Some more demos and features to come
  5. Hello Everyone, I've just started to use Babylon.js for the the purpose of posting 3d content to Facebook. I am trying to post a scene that consists of a 3d model and an environment from a 360 degree image. How do I export my environment ? all my attempts ( Creating default skybox, a sphere with flipped normal, ...) have been met with failure: - In case of exporting the environment map no success. - In case of flipped sphere, it always views the scene from outside rather from inside. Any solutions? I am trying to refer to the documentation but no clear answer so far. Thanks
  6. Gerente

    Fog of War

    Hello, anyone has any example about a fog of war around a specific point? thanks.
  7. hi, after get the examples from : https://phaser.io/examples/v2/tilemaps/tile-properties i'm searching to modify the object of the tiles, but i can't modify the alpha and the scale (=> see //HERE THE PROBLEM). how do you do to reach that ? var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update ,render: render}); function preload() { // tiles are 16x16 each game.load.image('tiles', 'tiles.png'); } var cursors; var currentDataString; function create() { // Create some map data dynamically
  8. Hi Guys, I recently started to work with Babylon and I was wondering if the behavior for the arcRotate Camera is expected or not or I'm just doing something wrong :). Maybe you can help me out with that. I would like to pan in the scene like this example here(https://www.mapbox.com/help/studio-manual-tutorials/). Unfortunately if I try to do the same in Babylon the panning for X and Y axis is different(Given that alpha and beta are zero). Panning along the Z-axis(left and right) is easy while panning along the X-axis(up and down) is almost impossible. See https://playground.babylonjs
  9. Hi, I've successfully created a mini map. Now I'm trying to give it a custom opacity value to make it a littler transparent. I did not find any way to do this. Any help would be appreciated. Here is a good starting point for your kind help: http://www.babylonjs-playground.com/#RE9QZ#3
  10. Im using 2.0 arcade physics for a platformer i'm making but my player keeps colliding with invisible overhead tiles , running through tiles ,and sinking into the floor. I've tried changing around numbers in my setCollisionBetween and setCollisionByExclusion but collision detection is all over the place. I never really ran into this problem with the earlier phasers. Its to the point where the game is kinda unplayable. The links below are to hastebin.com Here is my tilemap.json. I only want the player to collide with "ground"And here is my actual game code game.js is there anything i can do to
  11. Hi all, I need advice on which approach is best for my problem: Setup: 1. I'm using Tiled and tiles sets to create platforms for the player to jump on 2. Each platform is made of 32x32 tiles and can have any shape, like in tetris. (line-shaped, "L"-shaped, 2x2 block, and so on) 3. A level can have up to 50 platforms Desired outcome: I want is to know when the player has touched every tile of a platform. E.g. a platform has 5 tiles and after the player collided with all of them I want to call a function. What would be the best way of doing this?
  12. Hello, I'm trying to create a map based on a single SVG file (I don't want tiles). The idea is to create a map from Inkscape or Illustrator and then split the XML (svg). Since SVG it's just a XML file, I can extract each "g" nodes to create a PIXI Graphic but the "g" nodes are strings and I don't know how to create a graphic from a SVG xml string. If you have a better idea to create maps (no tiles) please let me know!, otherwise how can I create a graphic from a SVGXML String. Thanks!
  13. Hi everyone, I did find quite some threads which discuss this topic in one way or another but none of them really helped me understanding what I don't understand yet I want to use vector map tiles (like this https://mapzen.com/projects/vector-tiles/) on a sphere, so it's a globe. For that matter it could also be osm xml, topojson er things like that. The thing I don't really get is the step to go from the json to the image. The examples I found are either using image map tiles or don't explain how the conversion was done. There are libraries like mapbox, openlayers and leaf
  14. Hi all, I am new to phaser so excuse me if this is stupid. Actually, I am working on agar.io kidda game. I am making a mini-map to hold all of the game world. But, the world inside the canvas moves along the player and shows beyond the actual game boundary. This function is called on create function. function createMiniMap(){ stage = game.make.bitmapData(game.world.width, game.world.height); thumbnail = game.add.bitmapData(200, 200); thumbContainer = game.add.sprite(game.width, game.height, thumbnail); thumbContainer.anchor.se
  15. Hey, what's up? I am just starting with Phaser. I have background in PHP and jQuery, but I am no artist really. I am thinking of hiring a real artist if my proof of concept fares well among my friends, but for now, is there a simplistic tool that could get me started with drawing maps. I am thinking of just putting up state that draws the current town-map, and the player can click on buildings to enter them (shops, home/base, and houses with NPCs). Maybe something like drag and drop sprites like mountains and trees? Thanks for help. I am loving Phaser. To be honest, making games seems muc
  16. Hello, I'm just starting to learn pixi.js I want to make a game where the main character is in the middle of the screen all the time, while the map moves behind the character as it is walking. The problem is, the map is going to be extremely large. I'm going to be zoomed in on a very small portion of it. The easiest way for me to load the map, is to simply load that whole thing onto the screen. Since the whole map obviously won't fit on the screen, it'll just show a small portion. Then I can just change the x, y coordinates of the map, to make it move. But, unless pixijs is
  17. Hello, I am working on a catch and run game, and I have cat and rat meshes along with a height map that creates walls for me. I have the locations of rat and cat, also my objective is using websocket to play this game, so I should know information about locations. Simply, I want to send some information to the users so, they can decide which way to go. In Gazebo simulation program, LaserScan that has distance array to the obstacles with decided view of angle such as pi radian is used for deciding which way to go with no knowledge of the world. How can I achieve this goal? How can I get th
  18. Hi, I've long wanted to implement a neat looking invisibility effect for my game, tried using DisplacementFilter, but stumbled upon an issue with scale property. While it works correctly to displace areas under the displacement sprite I created, it also displaces entire container on which the filter is applied. I presume its from non existent knowledge about the subject and how those filters work, but I'm still hoping for either a fix or a reasonable explanation if anyone can help me with this please. Everything in my code follows DisplacementMap example on pixijs.
  19. Does the PBR material have an Alpha Map Texture?
  20. Hi =) I don't know where to find this information, so I'm asking it to you now. I would like to make a very accurate map/background where there are some areas which plays specific music/sound when we click on it. I guess it would use the same mechanisms as pianos, and I don't know how to do it: a svg map? a tiled map with objects? other options? For example, if I want to use the conductor's wand to play a specific instrument when I click on it, how do I say to phaser: "Hey, at this specific area there is something to do => violin.play();". ![]() GFDL+CC-BY 2.5 Pedro
  21. Hi, I'm learning phaser and got this issue. The collision between the player and the map is not working since I moved the player to its own file (player.js) as an object Im calling this in the update function on the play.js game.physics.arcade.collide(this.player.sprite, this.layer); I'm creating the tile map in the play.js createWorld: function () { this.map = game.add.tilemap('map'); this.map.addTilesetImage('tileset'); this.layer = this.map.createLayer('Tile Layer 1'); this.layer.resizeWorld(); this.map.setCo
  22. Hello people! I need to know how to insert a repeating map that moves in the Y position. I need to give the moving map effect, but the "player" can pass both halves of the map and not be in the middle, as when using the "setBounds ()" method.
  23. Hi, in my platform game I want to load map from Tiled. Everything was working fine, with this example: function preload() { game.load.tilemap('level1', 'assets/level8.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('tiles-1', 'assets/tiles-1.png'); } function create() { //MAP SETTINGS map = game.add.tilemap('level1'); map.addTilesetImage('tiles-1'); map.setCollisionByExclusion([ 13, 14, 15, 16, 46, 47, 48, 49, 50, 51 ]); layer = map.createLayer('Tile Layer 1'); layer.resizeWorld(); } It worked perfectly, but when I just edited tilesheet
  24. Hello guys, I was wondering if there is a way to keep using a mesh's UV map after changing it's material. My game currently uses a cell shader, so I have been giving meshes ShaderMaterials and then calling ShaderMaterial.setTexture() to give it the same texture as before. This successfully applies the cell shader and texture, but the UV map is lost in the process so the texture no longer lines up. I've looked through the mesh, material, submaterials, and texture's attributes and all i can find are u/v offset, scale, and Ang (which are 0, 1, 0 respectively), but in the .babylon f
  25. Hi. I want to make a collision between character and tiles so that character couldn't go through the tiles, but nothing works. <script> var game = new Phaser.Game(800, 600, Phaser.AUTO); var player; var cursor; var map; var layer; var GameState = { preload: function() { this.load.image('character', 'assets/character.png'); this.load.tilemap('map', 'assets/tile_csv.csv', null, Phaser.Tilemap.CVS); this.load.image('tiles', 'assets/tile.png'); }, create: function() { game.physics.startSystem(Phaser.Physics.ARCADE); game.stage.bac
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