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WebGL or Three.js for faster 2D rendering?Hello :). Warn: Question could be dumb. tl;dr: If I want to harvest the power of GPU for a low-level 2D rendering, should I use WebGL, three.js, or something similar? Or Pixi.js is the way? Other options? Version with redundant personal information: I've been making this rendering/animation engine for pixel-art, which I intend to integrate in different projects... It has simple vector animation ui and simple script lang, for converting from vec to pixelated graphics and applying pixel-wise transformations. And now I need to draw these big "pixels" fast. Also the task of creating pixel texture and filling a triangular region with it is at hand. Also custom shaders, programmable from my lang. And that's the end of my ambitions at the moment.. What should I use to GPU this? I learned a little Pixi.js, but it seems a little high level (?). As I understand it, WebGL is the ultimate low-level answer to GPU questions.. I just need to draw big squares and textures... Creating custom shaders would be awesome too. (Is the whole project stupid?) I have this problem (with ego?) of building everything from scratch, no engines etc. And as a result a heap of unfinished projects with years of dev behind them. HELP! One of the first forum questions for me.. have mercy. ?
PIXEL ARTIST - (For Hire)
luckymee777 posted a topic in Services OfferedHi, If you need to outsource a good Pixel Artist, please feel free to contact me anytime. I can do all kinds of Pixel Art. You can see my Portfolio at this link below. https://sites.google.com/view/pixeljay/pixel-art Please email me for a faster transaction: [email protected] Lets do it according to your budget. Thanks
Better Programmer Art
kbmonkey posted a topic in General TalkI decided to improve my programmer art. Yep it's atrocious and I find animating characters the most hardest / frustrating. But the act of art making is a nice break from the code and gives the brain a moment of lateral thinking. Here are a couple scenic backgrounds I did, my flow is to find a creative commons image as reference, reduce the size and palette to any easy 12 colours, trace out structural features, fill them and add shading. Finally I add doodads / furnishings / flotsam. Staring too long at the images makes it hard to see what seems strange, out of place, or wrong. Know of any neat tips, techniques to share?
Hello, This is my first post on the HTML5 Game Devs Forum and I'm here thanks to the precious advices of Richard to show you a game we are developing with my team for 2 years. It is called Jiun, a free-to-play MOBA (or ARTS as you wish) game in pixel art scheduled to be released by the end of March 2014. It addresses to a wide range of public. 1) Sum-up of the Gameplay Here two the main concepts: - No magic skills casted by the character, only items you use. For example: You can have two actives weapons equiped, one in the left hand and the other one in the right hand. You are able to use these weapons with two keys (K and L by default) when cooldown is ok. For example you can equipe two swords or a sword and a shield. - No auto-attack such most of MOBA/MMORPG, it is more like an hack'n slash, in a retro atmosphere. For our first beta release, scheduled by the end of March 2014, we planned to implement 5vs5 mode where your goal will be to reduce opponent team reinforcements to 0. Games will last at least 15 minutes. Using a bow is similar to using melee weapons. Bows are dual-handed weapons, and are used with the left hand key (L by default). To shoot an arrow the character has to aim at the target and therefore remains stationary during the attack animation. Position yourself carefully, as you're open to both melee and ranged weapon fire. There is no automatic attack in Jiun like in traditional MOBAs, so you have to be skilled and time your shots or face defeat. Quick reactions are also crucial to moving away from the path of incoming arrows. To save yourself from enemy volleys, consider carrying a shield: it provides both a 30% passive chance to block incoming arrow damage, and can be used to block them if timed well. Stay tuned for the next video: the quickslots. Latest Version (here french version) 2) Sum-up of the of the development's chronology of Jiun Initially aimed to be a MMORPG, we worked on Jiun very hard, which was coded in java, but we realize few months ago that this wasn't the best way to follow for an independant game studio after we tried a crowdfunding campaign. The resources were lacking. The time also. As Jiun wasn't my first online game experience (I made an online MMO called Kingdom of War PSP) we decided to move quickly to another platform before being overwhelmed by labor and obscolescence of the Java applet platform. Moreover we experiment a lot of Java applet warnings. Phaser JS was the best way to achieve our goal. This choice was made few months ago and here we are. 3) Music sample Extract of Jiun Main Theme 4) Sign up to the beta, follow us and spread the word! You may be interested in signing up to the beta of Jiun and play now for free ! Register on the Web site of Jiun. You can follow us on @JiunGame and Facebook and you can also spread the word The forums of Jiun just have opened : http://forums.jiun.net/ We just launched our online shop, so if you want to support us, please don't hesitate : https://jiun.net/shop Join us now !
durb posted a topic in Game ShowcaseHello friends! I made a game and I want to show it to you and get your feedback. Threemium Simple match-3 game with casual gameplay and pixel-art design. It is presentational version and all bonuses included from the beginning. The game is finished. http://www.googledrive.com/host/0B2HIL1OJblVrfmp3dzdpLWxTd2tNTUlIUDdNTDF5RjY4eC1VS01WS1BlakFvZ0NtUENZVEU/