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Found 10 results

  1. We just released full support for Spine in our Quest AI IDE. Quest is the simplest way to start building games and Playable ads that runs on Phaser 3. Simply .zip up your spine projects and import them into Quest to start using your animations in timelines. Trigger any animation, change skins, or add attachments to slots, all without writing a single line of code. We're super proud to be able to integrate with Spine and make animations way more robust in our platform (been months in the making for us). It's totally free to make an account to start building some really fun stuff (we make most o
  2. I created a simple timeline to simulate a card unfold animation, there are 2 tweens inside it, one is changing the card's scaleX from 1 to 0.01 and another one just does oppositely. var timeline = this.scene.tweens.createTimeline(); timeline.add({targets:this.cardFace,scaleX:0.01,duration:500,ease:Phaser.Math.Easing.Cubic.Out,onComplete:function(){this.cardFace.setFrame('heart-2')}}); timeline.add({targets:this.cardFace,scaleX:1,duration:500,ease:Phaser.Math.Easing.Cubic.Out}); timeline.play(); my question is, how to ignore the tween's duration, and immediately jump to the end. in some
  3. Hello, is there any way to complete current tween in the timeline and then remove following tweens? I'm inserting tweens like this: tweens.push({ targets: this.sprite, x: { value: 50, duration: 1000 }, y: { value: 50, duration: 1000 } }); this.tweens.timeline({ tweens }); Then after some event I need to finish current tween and clear all following (if any). This seems to stop tweens: this.tweens.killAll(); but I can't find anything to finish current tween at first. Thanks
  4. I'm setting up a Timeline and I'm doing something wrong. I want to do this: var oc = function () { playerMoving = false; }; var timeline = scene.tweens.createTimeline({ onComplete: oc }); but this doesn't work (onComplete is null when inspecting in the debugger and doesn't trigger). I see that createTimeline() accepts a config, uses TimelineBuilder.js, and https://github.com/photonstorm/phaser/blob/06998276ec670ceac942f44d344cea8b8af98578/src/tweens/builders/TimelineBuilder.js#L132 seems to apply that config. Seems something like the above should w
  5. I've been developing a Flump runtime for Pixi.js over the last 6 months for a game I am working on. I would now like to share my library with the Pixi community. For those of you unfamiliar with Flump (a seperate project), it is a Flash animation exporter that converts your nested timeline animation to sprite atlases with keyframe data. Previously no runtime existed for PixiJS. Here are two examples of exported Flash animation running in PixiJS with Pixi Flump Runtime. Dog example Monster example Flump has been an invaluable tool in my arsenal, I hope you guys find i
  6. Hello HTML5 Game Dev forum! Just started using Pixi.js to build some animation for a client and love it! I'm wondering how everyone is transitioning their Flash animations to Pixi with a timeline? I had to come up with my own "timeline" script to keep track of when to start animating objects which was kinda difficult. Other than GreenSock's TimelineMax, are there any other viable solutions for timeline-based animation? Thanks for your time! - Patrick
  7. I've been working on a simple canvas game and have run into a problem :/ Here it is --- http://users.sussex.ac.uk/~bc216/AXOLOTLBASS/ Here's a link to the code on github https://github.com/BB-000/Axolotl-Bass-in-Space/tree/master/js It uses the metronome example from this Web Audio tutorial http://www.html5rocks.com/en/tutorials/audio/scheduling/ Everything works fine on my macbook pro when run on my local server, however when I uploaded it live to the web it sometimes starts struggling after about 10 minutes of running the audio starts to crackle and eventually stop. I tested it on some
  8. Hi people! I am creating an animation in Phaser with TimelineLite because I want to be able to control the progress... APK generated with Intel XDK (Crosswalk): https://drive.google.com/file/d/0BzCYt2vtA7bJVXJvNGVSb2oya3M/view?usp=sharing I wonder if there is a way to reverse the animation of sprites when I revert the tween timeline... ¿Any idea to do this? Thanks in advance, Nicholls
  9. Hi all! I'm new here, and could use some help. I've just recently gotten into Babylon.js, and I LOVE it (Thank You, creators!), but I've recently run into a problem with my game. My game requires an NPC to fly from point to point, and rotate during a certain point in the sequence so it looks like he's flying around objects such as trees & stuff. Problem is, I can only get this to position the cube (bird), and not rotate during a certain point in the sequence. Can someone please help show me what I'm doing wrong? I need to be able to loop this object as many times as I want. I have uploa
  10. Hi ! Being a Java-developer, I am not strong when it comes to frontend. I would like to give it a shot. I would like to find a tool, I would like HTML5 to be that tool, to be able to create a canvas where I plot simple rectangles and circles in different size and colors. See this from above, a rectangle ( the canvas ) with a number of circles plotted on - no connection between the circles. I would like every object on the canvas to have a timeline ( as in implementing an interface which has stages, from birth to death, and that it grows - so the circle would start at a radius at like
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