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Found 7 results

  1. Hi indie and html developers 🙂, a while ago we tried to save a little bit of your time and presented our tool to translate your GOOGLE PlayStore release notes automatically. If you missed - click here (HTML5 - Release Notes - Translation Tool - Google Playstore)! Now we are in the beta test of our new services. It goes far beyond the ideas of our first tool. It enables you to automatically translate and upload all store text assets directly to the Apple App Store and Google Play Store. Description: - Localizing your store descriptions is essential fo
  2. Hello, I'm a newbee at babylonjs and I'm currently learning the BJS engine as well as the blender for 3d modelling. I have a problem when I import a .babylon file that I have created in blender. What I want to do is after loading the model, to set an ArcRotate camera to the model. I'm using this propery in order to set the target: var assetsManager = new BABYLON.AssetsManager(scene); var boatMeshTask = assetsManager.addMeshTask("BoatTask", "Boat", "assets/Boat/", "tugboat.babylon"); boatMeshTask.onSuccess = function (task) { model = task.loadedMeshes[0]; model.
  3. In the second part of last year I was involved in many a topic related to pivots and I suggested a number of ways to solve the various but similar problems. http://www.html5gamedevs.com/topic/26327-set-pivot-on-rotatedscaled-mesh/ http://www.html5gamedevs.com/topic/26327-set-pivot-on-rotatedscaled-mesh/ http://www.html5gamedevs.com/topic/26032-dont-change-the-mesh-position-when-setting-the-pivot/ http://www.html5gamedevs.com/topic/17207-rotating-a-mesh-around-a-pivot/ Recently I needed to return to pivots and realised that I had never really understood them. My re-visi
  4. Hello, I'm trying to get a coordinate system with (0,0) at the center of the screen. If I understood the API documentation correctly, adding a Container, applying PIXI.Container.setTransform(x, y, scaleX, scaleY, rotation, skewX, skeyY, pivotX, pivotY) and then adding Sprites as children to that Container should apply the transformation to all of them, right? So I created a Container, set x to width/2 and y to height/2, and added Sprites. Problem is, they still appear with (0,0) at top-left corner. Also modifying Container.x/y or Container.position.x/y would not add translatio
  5. This is a problem which I've been struggling for too long now. Probably my approach is completely wrong, and my knowledge of matrices are lacking. Scenario: Two parent meshes in a scene Each parent has one so called connector mesh as a child Both parents have a pivotMatrix which is not equal to Matrix.Identity() Both child connectors have a pivotMatrix which is not equal to Matrix.Identity() Problem Moving the second parent in such a way that both child connectors have the same global position. Unfortunately this does not come out okay, because the pivotMa
  6. blaspix


    Hi everyone, Panda.js Translator is a plugin for Panda.js HTML5 game engine. The plugin goal is to provide an easy way to translate a game for several languages. You can download it on github. https://github.com/blaspix/panda.js-translator
  7. I would like to place my UI elements on top of all other sprites/groups. My current approach was to add a new group, place this on top of everything else and set fixedToCamera = true, but this gives me a weird result. Everything in this group does seem to be placed differently, and more fixedToCamera than some other stuff, but all the transformation I've done to the master "world" group seem to also apply to this group. How can I truly add UI graphics to the game without any previous matrices/translations applied to them, so they are placed solely in camera-space. I realise I could add ano
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