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Found 6 results

  1. Like all my games for c1ic.mx, this is a one button little archery game, trying too keep the look of the original TINY ARCADE games made in flash PLAY HERE ARCH ARCHER
  2. Hello I get some black parts on custom shapes created with BABYLON.MeshBuilder.ExtrudeShape Here is my code (this.points is an array of Vector2): if (!this._shapeInScene) { let points: Array<BABYLON.Vector3>; let path: Array<BABYLON.Vector3>; let color: BABYLON.Color4; // points = new Array<BABYLON.Vector3>(); for (let p of this.points) { points.push(new BABYLON.Vector3(p.x, p.y, this.plan.planCenter.y)); } points.push(points[0]); path = new Array<BABYLON.Vector3>(); path.push(new BABYLON.Vector3(0, 0, 0)); path.push(new BABYLON.Vector3(0, this.height, 0)); this._shapeInScene = BABYLON.MeshBuilder.ExtrudeShape( this.name, { shape: points, path: path, sideOrientation: BABYLON.Mesh.DOUBLESIDE, updatable: true, cap: BABYLON.Mesh.CAP_END } ); color = new BABYLON.Color4(this.color.r / 255, this.color.g / 255, this.color.b / 255, 1); this.colors = new Array<number>(); var positions = this._shapeInScene.getVerticesData(BABYLON.VertexBuffer.PositionKind); this.positions = []; for(var p = 0; p < positions.length; p++) { this.positions.push(positions[p]); } for(var p = 0; p < positions.length / 3; p++) { this.colors.push(color.r, color.g, color.b, color.a); } this._shapeInScene.hasVertexAlpha = true; this._shapeInScene.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors); } And here a screenshot of my issue : And my question is what could be the reason of this issue? Maybe my points in my Vector2 Array are not sorted properly? Here an exemple on a babylon playground: https://www.babylonjs-playground.com/#HG7TAS
  3. Hey guys, I have a weird issue. After my game has stayed idle for a while and I am currently using another tab, the game turns black. And the weird thing is that if I switch back to another tab quickly and move back to the game - it fixes itself o_0. Also on android the game does not want to turn back from black. The buttons in the game are clickable, I believe this is render related, but I have no idea what could it be. What could be the reason?
  4. So, i made this game and when i try to add to this web there's a black board over my game. What can i do? There's a pic of my problem: Before on this black thing was the phaser's logo, until I delete phaser.png I think this square is created when import the phaser.min.js file
  5. Hi ! First, sorry for my bad english, i'm french and really not good in english... So, I'm creating a game, with sprites animations on click, all is right with this, but i test it on mobile today and there is a black square at the place of my png sprite, all of the other png are correctly displayed ! I've an other png animated in game wich is not on click event, it works perfectly... i don't understand the prob..? Could u help me please ! ps: If you don't understand anything, i can try to explain better ! Thanks !
  6. Hello, I'm trying to make a simple game based on tilemaps and I have a problem. When I move my character (to the right for example), I can see black lines on the border of the game ( link here ). Same thing happens on the Sci Fly example ( link here ). My tilemap has a size of 100x100 tiles and a tile size is 16x16px. You can move the "player" with arrows. Here is my code that create the level : Level.prototype.preload = function() { console.log("Level - preload"); this.game.load.tilemap('zelda_tilemap', 'images/game/zelda_tilemap.json', null, Phaser.Tilemap.TILED_JSON); this.game.load.tileset('zelda_tileset', 'images/game/zelda_tileset.png', 16, 16); this.background.preload(); this.player.preload();}Level.prototype.create = function() { console.log("Level - create"); this.map = this.game.add.tilemap('zelda_tilemap'); this.tileset = this.game.add.tileset('zelda_tileset'); var layerBackground = this.game.add.tilemapLayer(0, 0, this.game.camera.width, this.game.camera.height, this.tileset, this.map, 0); this.background.create(layerBackground); this.player.create(); this.game.camera.follow(this.player.sprite); this.game.camera.deadzone = new Phaser.Rectangle(120, 80, 400, 200); this.game.camera.focusOnXY(0, 0);}Level.prototype.update = function() { this.player.update();}Thank you.
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