Jump to content

Search the Community

Showing results for tags 'sprites'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • 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


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





  1. Hi all, i'm having some troubles with loader and sprites.... I load all my general purpose sprites at begining without problems, they works fine, the problem appears when i try to load a new sprite when i press a button. I need to load a new "rotating planet skin" when a button is pressed. for my general purpose textures i load them like this.. var ef_circulo = []; var ef_transicion = []; const ef_energia = []; var textura_ef_circulo,textura_ef_transicion,textura_ef_energia; var ef_planeta = []; var textura_ef_planeta; const cargador = new PIXI.Loader(); cargador.add('circulo'
  2. I'am trying to create 5 sprites and combine them into 1 sprite only once. Then i create multiple objects and assign that 1 sprite to each one of those objects. My idea is that each object has 5 properties like name, image etc.. and if i create 5 sprites per object then it will cause alot of draw calls and sometimes fps drops if the objects are too many, so iam trying to combine the 5 sprites into 1 sprite then add that sprite to each object and inside the object i want to be able to change the sprites inside the 1 parent sprite for each object while that 1 sprite is acting as if it was ac
  3. Hello community! What my game demands My game is round based and in every round I spawn certain types of powerups that can be picked up by players. In the settings before the game starts it is already decided what types of powerups will spawn, but the server generates on the fly the next powerup that needs to spawn with the following information: time its spawns, the type of powerup, the coordinates where it needs to be rendered. This information is sent to the clients, which then render the next powerup on the screen. To give a concrete example: In a game powerups of 3 different typ
  4. I tried to find answers to these questions online, but was only partially success-full and most of the info I found was for pixi v3 version. Given that we are now on v5 and few things changed, I decided to ask this here to better understand pixi and webgl in general for optimising big amounts of assets. A small intro to my project I am working on a mobile / web game that relies on images for it's ui / characters / items / backgrounds etc. In some places we are talking high detail, fullscreen graphics for characters, something similar to this: https://www.artstation.com/artwork/n616E that ha
  5. I have image in pixijs app. I need to hide it then show it with door open like effect (as seen in attached picture) var pixiapp; var pixiloader = PIXI.Loader.shared; initpixiapp(); function initpixiapp() { pixiapp = new PIXI.Application({ width: 1280, height: 720 }); document.getElementById('canvas-container').appendChild(pixiapp.view); pixiloader.add('images/img1.png').load(handleimagesload); } function handleimagesload() { var img1 = new PIXI.Sprite(pixiloader.resources['images/img1.png'].texture); pixiapp.stage.addChild(img1); // here will the t
  6. Been working with Pixijs for a month of so now and haven't found a good way of identifying sprites or containers in other containers. How do you get or adjust sprites and containers within containers? I'm been looking at: .getChildbyName but what name? And .getChildAt but how do i identify it amongst many other objects that could be returned? is there a design pattern I'm missing here, or a built in id for each created sprite that I can use to lookup or a name that I can assign? Cheers.
  7. Hello gamers and game developers, my name is Remos and I specialize in creating game sprites. I can create animated characters, props, tiles, buildings, etc. Notes - I don't work for free or royalties/shares. - I don't work with Pixel-Art Contact E-mail: valarinPath@gmail.com Portfolio: https://remusprites.carbonmade.com/ Twitter: https://twitter.com/RemosTurcuman I am here offering my services to anyone interested, here are some samples of my work :
  8. Hey! I'm Hanna, freelance 2d game artist, creating cool assets, illustrations and UI. I'm currently finalizing work for a game and will be soon available for new commissions. Check out my (quite unique) portfolio-website: habela.github.io Tell me about your project, ask for a quote, let me know about your budget or just say hi - haniahabela@gmail.com some of my work:
  9. I am trying to create a click through image gallery for a project in pixi. You can see in my fiddle when you click on the right side of the screen it adds the next image. The problem is when you click on the left to delete the image it will only delete one and not the rest. Can someone please help me with this issue. If you have any more questions, please feel free to ask. If there is a better solution please let me know. https://jsfiddle.net/jacob_truax/5p4n9a8m/2/ const createSprite = function() { imageCreated = true image = new Sprite(resources[images[step]].tex
  10. Hi, I'm new with Phaser, I'm wondering how can I create a group of enemies that appears at the side of the screen in a random Y position between 550px and 745 px, after they appear they need to start to fire to my character Right now I have a function to create the bullets and how they will be fired: createBullets:function(laserToFire,track,offsetX, offsetY, bulletDirection,fireRate,bulletSpeed){ weapon = gameSP.add.weapon(10, laserToFire); weapon.bulletKillType = Phaser.Weapon.KILL_WORLD_BOUNDS; weapon.bulletSpeed = bulletSpeed; weapon.fireRate =
  11. Hi everyone. I wanted to see if there was a good tool for creating bitmap fonts for games. One that can get an image created in Photoshop or Illustrator of a custom stylized font character set and create a sprite based bitmap font. I've used Shoebox for a long time, but it hasn't been updated for a few years and it's made in Adobe Air. Is there a more modern and better alternative that doesn't rely on Adobe Air? I've seen other tools that takes windows fonts and let's you create limited styling on them, but that's not what I'm looking for. Any help would be appreciated.
  12. Hi guys, how do you place items(sprites) randomly on your world and ensure that they don't overlap with other already excisting items? Do you check every item or are there functions from the physic engines that support you with that? If there are no built in functions I would do it the following way: 1.) create random placement of sprite 2.) check newly placed items against all excisting items in the world 2.1) No overlapping -> GREAT finish! 2.2) If it overlaps repeat step 1. (abort after X cycles to avoid endless loop and performance spikes if you place them while the game runs)
  13. Hello Everyone, I want to share with you my latest pet project, it is a tool to extract images from a spritesheet, it's called SpriteSplitter, all informations are in the github : https://github.com/bmarwane/spriteSplitter . I don't know if i can put links to binaries on the forum but you will find in the repo page some pre compiled ones plus instructions on how to run the project yourself. Instructions : Open the App and load a sprite Make sure that the top left pixel on your image represent an empty area, for example if the space between the frames in a sprite sh
  14. Hello, I have an issue which keeps me stuck and I could not yet figure it out after being stuck for quite some time. I have a simple game in which obstacles ( spirtes of other cars) drop down from the top of the screen and I am trying to avoid those with my own car not to crash into them. The issue is that on some mobile devices the cars drop WAY faster than on my own device, I tested this from several different phones, the velocity differs depending on the phone, on some the obstacles drop faster on some they drop really slow. What oculd cause such an issue? I can prov
  15. Hello, I'm Emily and I'm a freelance artist looking for paid projects, small or part-time. I'm currently booked up on revenue share projects, so I'm only available for gigs that pay as I work. I specialize in 2D game graphics, including: - UI - backgrounds - 2D animations - illustrations/concept art I'm also open to doing anything else 2D animated or fully illustrated (cover art, comics...) For samples of my portfolio, please visit: http://emilyso.com/portfolio/game-artgraphics/ http://emilyso.com/portfolio/c
  16. 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
  17. How to quickly rip sprites from pictures? (let's say I have 10 screenshots from Mario Brothers game and would like to extract Mario from each picture then save it as png with transparent background). GIMP has 'foreground select' option but it's far from being perfect, there is also clippingmagic but not free.
  18. var game = new Phaser.Game(400, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); //creating score value and onscreen text var score = 0; var scoreText; function preload() { // preload assets game.load.image('sky', 'assets/img/sky.png'); game.load.image('ground', 'assets/img/platform.png'); game.load.image('star','assets/img/star.png'); game.load.spritesheet('baddie', 'assets/img/baddie.png', 32, 48); } function create() { // place your assets //enabling Arcade Physics system game.physics.startSystem(Phaser.Physics.ARCADE); //adding a background game.ad
  19. I'm at my wit's end. I've tried across several game engines and drawing programs now, tried every little setting and have really read everything there is to read. I just cannot get a sharp appearance on any asset as soon as they are rendered in an HTML Canvas or WebGL. In desktop applications, they look fine. Here, for example, is a good asset - it's sharp and clear and as it as a PNG, it should scale down nicely (I need it about 25% of this size): As soon as I load it as a sprite via Phaser, I get a result like this (don't mind the money-man): It's bl
  20. Hello, Im making a game where you have to jump some cars, you only lose if you touch the left side of a car. the problem is when the character lands over a car both sprites overlap, and if another car comes behind you will collide with it instead of pass over it I'm using arcade physics. I'll let you a couple screenshoots of this. Is there some way to avoid this?
  21. Just finding my feet directly in Phaser3 (no Phaser2 exp) [and indeed this forum! Hello there!] The sprites created with this.load.image('sky', 'assets/skies/space3.png'); does the name need to be unique to 'game' or to the 'scene' or not at all? (which i imagine causes problems or is there also a 'spriteID' system too?)
  22. Hi community, I'm having a problem with canvas and sprites. I'm new in this matter and I hope that you could help me The problem, as the title says, is that I can't see the sprites on canvas. I've tried to call the functions preload() and create() manually in the browser's console and I get a warning that says: Phaser.Cache.getImage: Key "bg" not found in Cache. The warning appears for every Key that I'm using for. There is my code: <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width,
  23. Hi! My name is Andrei and I am looking for a pixel artist to help with my hobby game project. The game I'm working on is called Feudal Tactics and it is a multiplayer turn-based wargame, similar to Advance Wars. You can find out more about Advance Wars on Wikipedia: Advance Wars - Wikipedia. Feudal Tactics will be a completely free browser game built on HTML5 & JavaScript, with asynchronous play mechanics. I am looking for a pixel artist that can draw low-res terrain tiles, military unit sprites (with animations), a logo for the game and a favicon for the website. The graphics mu
  24. I was hoping someone could point me in the right direction here. I see that I can set world bounds to detect when a sprite is out of bounds of that world. But I don't think that will help in what I am trying to do. I have a background image and a sprite. When the sprite reaches near the edge of the screen, the camera needs to pan the screen. My question is, is there a way to determine when the character reaches, for example, the edge of the screen to the left(minus 20 pixels or so) so that I can begin panning the camera then?
  25. I was wondering what is the best way to handle shadow for a "character". I made a character and i want to put a shadow at the bottom a kind of "circle" with opacity, for convenience let's say it's gonna be a transparent PNG. The way i can think of : - (1) Just add the sprite to the game, this leads to duplicated calculations in the update part cause i have to update both the "character" sprite and his shadow; - (2) Add the shadow as a child sprite of the "character", this leads to having the shadow on top of the sprite instead of back to it; - (3) Add the "character" sprite
  • Create New...