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Hello guys ! I wrote my first tutorial on Babylon.js here : http://pixelcodr.com/tutos/toad_attack/toad_attack.html I introduce several notions, as : - basic stuff (getting started, sphere, box, ....) - import a custom mesh (as a babylon file) - materials - texture - skybox - basic animations My goal is not to fully describe all these elements (because it is already well done in the Github wiki), but it is more 'learning by trying'. By creating simple simple, I hope it wil help newcomers by showing how easy Babylon is. Don't hesitate to send me your feedbacks, there are very valuable for me as you got already some experience with babylon, and it will surely increase the quality of future tutorials I plan to write. Thank you guys ! Keep the webgl games coming Cheers ! EDIT : Here is (for now) the complete list of tutorials: - Learn the basics: http://pixelcodr.com/tutos/toad_attack/toad_attack.html - Interactions with the Actions system: http://pixelcodr.com/tutos/plane/plane.html - Physics engine (with Oimo): http://pixelcodr.com/tutos/oimo/oimo.html - Manipulate vertices of an object (for procedural generation for example): http://pixelcodr.com/tutos/trees/trees.html - How to create a loading screen by creating a preloader: http://pixelcodr.com/tutos/preloader/preloader.html- Create a simple FPS game : http://pixelcodr.com/tutos/shooter/shooter.html- Play with physics and Oimo.js : http://pixelcodr.com/tutos/physics/physics.html (new!)
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Starting in late April, my friend and I hatched a plan to start making games. We started small and this is the result. Ingrid and the Exalted Coven is our first game. It took us nearly three months to develop, and it was a wonderful learning experience for the both of us. Ingrid and the Exalted Coven is a simple card game, built in the Defold engine. It tells the story of Ingrid, a powerful young witch who has been challenged by a colorful pantheon of vile wizards, to discover who is the strongest magic user in the world. I hope you enjoy it, and look forward to your feedback. The game is playable for free on itch.io. There is also a link below. LINK TO GAME: https://pixel-pugs.itch.io/ingrid-and-the-exalted-coven
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hi guys, How can I make a spine keep checking onComplete Event while losing tab focus? As I tested, if I run several spine animations(different length) at the same time, then switch to another tab immediately, the onComplete events won't fire, but they will fire at once when the tab get focus again.
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I think I have enough to do a small update to the Blender exporters. Am thinking about dropping a couple of kind of obsolete features. Both of these are used in the very "involved" loop of reading a meshes geometry. Pulling these out would simplify this area. They are gone for sure in the source code generator, but input with regard to the JSON generator would be good. Remove the checking for, and splitting up of meshes with more than 64k vertices. This seems like an option which is becoming irrelevant. The code complexity involved actually spills into the caller too. Flat shading both for the mesh and the entire scene. It seems this can be replaced with SplitEdges modifier. This causes exports of fewer vertices. It is documented. Using as many features that Blender already has sounds advisable. As far as new stuff: Separate scene level control of # of decimals of scalable (positions) & non-scalable(everything else) geometry. Currently 4 decimals for all, but do you really need 4 decimals if your model is scaled in inches (micro-inches)? Hundredths of inches are probably not even going to be visible with an extremely close camera. 9999 possibilities in each dimension for a normal seems like overkill. My calculation blew out with 99993. Default for each would still be 4. ES3 / ES6 switch for source code generation. Better checking for un-applied transforms when using an armature. Thoughts?
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Edit: I got a lot of outside responses about the game and decided to hold back on release. Instead, I'm going to label this as an "open alpha" and continue to improve it! Expect things to get much better and lots of updates! Hi everyone! I've finished my game after lots of work! Check it out if you can! Play as a Spice Smuggler in a kingdom just entering its age of exploration! Travel between towns, buying spices low and selling them high while fighting off Pirates and the Navy, who want a piece of your booty or want your booty at the bottom of the sea respectively. Trade your way across the kingdom and maybe you'll survive long enough to make it rich! Link: http://vnator.itch.io/hss If you're interested in the android version, there's a downloadable version in the link above, as well as here. Thanks!
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Hi, I'd like to showcase my second game in Phaser. Its a math game. I did the graphics and code. Please feel free to add your comment. Thanks,
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BigiBigi The Guardian BigiBigi is in charge of keeping the cheese safe from the mice. You have to help BigiBigi in its mission of aborting the mice's attack and keeping safe Uncle Ben's cheese. Play BigiBigi The Guardian We hope you will enjoy playing our game. Any mobile test, feedback or suggestion is welcomed
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- The Guradia
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Hi everyone, Our name is Cirta Games, we are a development team, we are focusing right now on developing Html5 mobile games using Phaser. Our games work in desktop, tablet and all mobile devices. In the last few months we have made many games, most of them are high-quality games, and sold many licences to many sponsors. In this period, we were active through our personal accounts in the Html5 Game Dev forums, but now we decided to put on feet the official account of our team here in this awesome and useful forums. We will be publishing our games here in this forum from now on and we will be pleased to hear your feedback, suggestions or anything that can help us make better games in the future. Here we go with our first game here in this forum: Twins Family The twins family is dispersed, help it to assemble again. Tap on the blank between twins to assemble them. Assemble the twins on the star to get it. Play Twins Family We hope you will enjoy playing our game and, as we said above, any feedback or suggestion is welcomed
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