Jump to content

Search the Community

Showing results for tags 'multiple'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 17 results

  1. Hello guys, I'm new to this forum and to BabylonJS. The question about multiple scenes isn't new, I know. I already read some threads, but the answers didn't work for me. I need two scenes that act simultaneously. Only one scene should be visible at a time, the other should run in the background. I also want a button in each scene to switch to the other scene. For some reason I can't run my scenes with playground, so i just send you my html-files as an example. I'm sorry for the effort. 2engines.html is a modification of a version someone posted in one of the threads about
  2. Hi there, I've stumbled across some very weird audio behavior and can't seem to avoid it. I'm trying to loop a marker of my audio file, which works well on itself. Whenever pausing and resuming the audio loop at least once however, as soon as the next loop point is reached it will not stop the currently running audio and play from the marker but just add a new layer of audio that plays from the marker instead, while the old one just continues to play. And it keeps doing that for every loop. //Create { this.sfx_music = this.sound.add("key); this.sfx_music.allowMultiple = false; t
  3. Hi there, I have one single OBJ file with several objects within. Each element has its unique name. Is it possible to load each object as a single mesh? Tried to do this: var parts = []; obj.onSuccess = function (task) { for(var i = 0; i < task.loadedMeshes.length; i++){ parts.push(task.loadedMeshes[i]); parts[parts - 1].material = uniqueMat; ... } } But it seems that each next mesh / geometry has all previous ones like an avalanche. Loading OBJ with 5 similar spheres as a test Geometry {delayLoadState
  4. Hello, So I am working on my game: https://megabyterain.itch.io/firewall and it works pretty well, but I wanted to add some features to it. Mainly, I wanted to add powerups to help keep things interesting. Anyway, while I was doing so, all the sudden I noticed my code got super messed up. No console errors pop up, but my game will just stop spawning blocks after you get a power-up. In my original game, the only timer was the one that controlled when new blocks should be created. However, when I added another timer to stop the powerups (simply changing a variable back to i
  5. Hi everyone! Is there any way in Babylon.js to combine multiple textures, or multiple materials on a single mesh? I know that it's possible to apply diffuseTexture and ambientTexture on a material at once, but if I have more than 2 textures? Like for example, it could be used for maps, having a satellite image as a base texture and then applying a layer with ambient pressure, and UV index, and wind direction, and whatnot
  6. Hello, I have a problem with adding tile maps to my phaser game. I know how to add one tile map, but I can't add multiple tile maps. I want two things, which are that I want to add these tile maps, but I also want collision between the turtle and all of the four layers. I didn't add the tile maps already to my game, because of the fact that I can't display the tilemap on my screen. I don't know why.... I get a few error's, which you can see in the images below. Does anybody knows a solution for my problem(s)? My code: var road; var turtle; var controls = {}; var Backg
  7. He guys, I am trying to do following: var frameNames = Phaser.Animation.generateFrameNames(this.getColorById(this.gemId) + '_zap_explode_', 1, 13, '.png', 2); this.gem.animations.add('zapExplode', frameNames, this.fps, false); if the gem is from the same atlas, the other animations are playing correctly, but this one throws Uncaught TypeError: Cannot read property 'index' of undefined. Any ideas?
  8. Hi. I have a problem with multiple levels (game states). What can I do when, I don't want to write the same piece of code in each level over and over? I've tried to create a function in separate js file which e.g. will set player sprite, gravity, animations or will create necessary variables etc. And I failed this. Everything what I have got are errors.
  9. Hello guys, I would like to make a debugger such one of these: -http://www.paulallenrenton.com/individual-projects/webgl-deferred-renderer -http://codeflow.org/entries/2012/aug/25/webgl-deferred-irradiance-volumes/#debugging I am trying to use multiple rendering target with this webgl extension => (https://www.khronos.org/registry/webgl/extensions/WEBGL_draw_buffers/), so when I am rendering my scene I would like in my fragment shader to write something like this: #extension GL_EXT_draw_buffers : require precision highp float; uniform sampler2D positionSampler; uni
  10. I'm building web-pages which contain multiple iframes of Babylon.js sites. At most I've had 6 iframes on the same page with 3D content. (this one http://www.aarontyler.com.au/blog/strayashrapnel) I'm doing this because I want to sprinkle 3D elements throughout the website and it can't be done with one canvas. Is there any problem that this could cause? If so, is there a better way to do this? I previously had an issue with multiple audio engines being created but that was fixed by using the core js file without the audio engine.
  11. Hi, I'm currently working on a tile base RPG game using Phaser. function create(): controls = { up: game.input.keyboard.addKey(Phaser.Keyboard.Z), (...), shift: game.input.keyboard.addKey(Phaser.Keyboard.SHIFT) }; } If I press Z, my character needs to move and if I press SHIFT + Z, my character has to rotate towards the Z direction. function update() : if (controls.shift.isDown) { if (controls.up.isDown){ rotateCharacter(); } } else { if (controls.up.isDown){ moveCharacter(); } } Right now, when try to rotate my character using SHIFT +
  12. Hi there, I'm having a bit of a problem with camera controls and multiple scenes, I'm developping a web solution with multiple scenes (allowing me to lower memory and ressources usage and "removing" the dynamic light limit ). The only issue I'm having is that when switching from a scene to an other and locking the controls of the "old" scene with "old_scene.detachControl(renderCanvas, false);" the camera controls are still applied to the camera in the "old_scene". So, when I click and drag on the renderCanvas in a scene, the cameras in all scenes are rotating, even if the controls are supp
  13. I have a problem: I can't figure out how to move a sprite with multiple keys pressed at once. A little more explanation: Button W moves the sprite Up Button S moves the sprite Down When pressed separately, it works just fine. The problems begin when I try to press several buttons at once. Problems: 1. Player presses W, and then S. What happens: W is ignored, S is processed. Sprite moves down. What is supposed to happen: Both W and S are processed. Sprite remains stationary (because both "UP" and "DOWN" buttons are pressed at once). 2. Player presses W, and then S, and then releases W. What
  14. I am currently working on a space game (my first game ever with Pixi) and I am sure there is a good chance this has been clarified before. However I am unable to understand some of the replies to other posts without wording this to my specific situation. I have an array that is storing the locations of space "lasers" (Dr Evil reference intended). I want to draw these laser beams as they move across the screen. With rapid fire enabled there might be around 20 lots of beams shooting around the screen at once. What is the best way to go about this.. I have 3 unfinished guess: 1) Create a sp
  15. I want two arcade physics bodies to single sprite, one is for horizontal collision and one is for vertical. can we do this? Advance thank you.
  16. Hi there! I'm having an issue with trying to figure out best practices with creating multiple sprites on a screen. I've been using this blog post as a reference for how to structure my game into classes: http://toastedware.com/?p=258 and so far it's been great. I like how neat it leaves my code. However, I've been trying to create multiple instances of a class and whenever a new instance appears, the previous one loses all of its properties and just drops into the ether. Any advice on how to move forward? I've tried creating a group, but I'm not sure how to pass the class into it. For
  17. Hi all, I have a group and want to reuse it in multiple states because the content inside this group will be the same, but currently it won't work in the second state, the group content is existed in this second state but it just never show up. Here is my codes: I have two variables in my main.js as below: (function (DaoMai) { var width = 640, height = width/(16/9); DaoMai.sceneBg; DaoMai.timeLeft = 60; DaoMai.countDownTimer = null; DaoMai.gameTime = 60; DaoMai.totalItem = 10; // all Tet items, including incorrect items DaoMai.selectedTree = null; DaoMai.mobileWidth = 0; Da
×
×
  • Create New...