#PixiJS
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shortmeteor · 9 months ago
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You try to code, just the simplest fkn thing, to make a game, just the simplest fkn thing. Just some music, and a few click things. And no. Just no. And it's really weird. How T F ? Why is it so hard?!?!?!?!
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nubecolectiva · 5 months ago
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How to Create a Game with PixiJS (First Steps).
Como Crear Un Juego con PixiJS (Primeros Pasos).
👉 https://blog.nubecolectiva.com/como-crear-un-juego-con-pixijs-primeros-pasos/
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gamecrio · 4 months ago
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Unlock the full potential of web-based gaming with our expert PixiJS developers. Our team specializes in leveraging the power of the PixiJS framework to create stunning and immersive 2D Games that captivate players. From intricate animations to seamless gameplay mechanics, we bring your web-based gaming visions to life with creativity and precision.
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What is HTML5 and its uses?
HTML5 is the latest version of HTML, which is the standard markup language for creating web pages. HTML5 was released in 2014 and has since become the most widely used version of HTML. HTML5 includes many new features and improvements over previous versions of HTML.
New Features in HTML5
Here are some of the new features in HTML5:
Semantic elements: HTML5 includes new semantic elements such as <header>, <footer>, <nav>, and <article>. These elements provide more meaning to the content of a web page, making it easier for search engines to index and understand the content.
Multimedia support: HTML5 includes built-in support for multimedia elements such as <video> and <audio>. This makes it easier to embed videos and audio files into web pages without requiring third-party plugins such as Adobe Flash.
Form validation: HTML5 includes new form validation features that allow developers to validate user input without requiring JavaScript. This makes it easier to create forms that are more user-friendly and accessible.
Canvas: HTML5 includes a new element called <canvas>, which allows developers to create dynamic graphics and animations using JavaScript.
Uses of HTML5
HTML5 is used for creating a wide range of web applications and websites. Here are some examples:
Responsive web design: HTML5 provides many features that make it easier to create responsive web designs that work well on different devices such as desktops, tablets, and smartphones.
Mobile apps: HTML5 can be used to create mobile apps that run on different platforms such as iOS, Android, and Windows Phone. This is done using frameworks such as Apache Cordova or PhoneGap.
Games: HTML5 can be used to create games that run in a web browser without requiring any plugins. This is done using frameworks such as Phaser or PixiJS.
Web applications: HTML5 can be used to create web applications that run entirely in a web browser without requiring any server-side processing. This is done using frameworks such as AngularJS or React.
Here are some resources that can help you learn HTML:
W3Schools: W3Schools is a popular online learning platform that offers free HTML tutorials. Their tutorials are designed for beginners and cover everything from the basics to advanced topics .
MDN Web Docs: MDN Web Docs is another great resource for learning HTML. They offer comprehensive HTML tutorials that cover everything from the basics to advanced topics .
e-Tuitions: e-Tuitions offers online classes for HTML coding. You can visit their website at e-Tuitions to book a free demo class.
Codecademy: Codecademy is an online learning platform that offers interactive HTML courses. Their courses are designed for beginners and cover everything from the basics to advanced topics .
In conclusion, HTML5 is the latest version of HTML and includes many new features and improvements over previous versions. It is widely used for creating web applications and websites, including responsive designs, mobile apps, games, and web applications.
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ejawnet · 5 days ago
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Dreaming of a game that stands out in a crowded market? Discover https://ejaw.net/, where EJAW, a trailblazer in the $200 billion gaming industry, brings creativity to life since 2011. Their team of over 100 specialists has crafted 200+ games, from mobile casino titles to 3D adventures, using PixiJS and Golang, as showcased in their 2023 portfolio. EJAW’s full-cycle development, 2D/3D art, and cross-platform expertise deliver seamless experiences, trusted by clients like Black Chicken Studios. With a 5-star Clutch rating, they boost engagement by 30% for 280 million VoIP users’ peers
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applixir · 3 months ago
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metsuke · 1 year ago
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Nuevo commit de #PublicBrain en #MetsuOS Avance - AREAS - TRABAJO - METSUCONTENT - ITERARLIBROTEXTO - PIXIJSJSENGINE - -> https://ift.tt/ATswBNY
Avance - AREAS - TRABAJO - METSU*CONTENT - ITERAR*LIBRO*TEXTO - PIXIJS*JS*ENGINE - By Raul Carrillo Garrido aka metsuke May 28, 2024 at 08:03PM via GitHub https://ift.tt/ATswBNY
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wooffullgames · 8 years ago
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WFL Game Editor now supports customizable behaviors and user scripts!
The underlying engine has some neat updates as well. Collision resolution has been improved, game objects can be found by name through the new world module, and more! The engine does support animations, but that is not yet accessible via the editor.
Upcoming milestones: - Exporting games - Creating entity templates - Improved asset management - Animations
Credits to @kenneynl for the lovely game assets used to make this prototype!
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bongiovi015 · 8 years ago
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Waves.
dev.goodboydigital.com/client/goodboy/labs/soundVis01
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wizcorp · 8 years ago
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Wizard Academy Summer 2017 at Wizcorp
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Wizcorp has organized the Wizard Academy since the spring of 2016. It is a training camp to learn and practice new skills, guided by IT professionals, in a working environment.
The Wizard Academy was put in place for anyone interested in discovering game development and learning new technologies. They can gain more experience and knowledge in programming (both client-side and server-side), and since Wizcorp is a very diverse and international company, people participating in the Wizard Academy can also practice their English.
This year the Wizard Academy Summer 2017 took place from July 31st to August 18th.
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The training camp consists of several lectures and practice sessions. Participants learn various technologies (MAGE, Docker, Git, PixiJS, JavaScript, etc) that are used in game development, and practice their new knowledge by making a very simple game. The Wizard Academy welcomes a group of (maximum) 5 people who are trained by professional developers.
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The game: Wizard Strike
This year, participants worked on a “Monster Strike” type game that we called Wizard Strike. It is a multiplayer HTML5 game that up to four people can play at once.
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Wizcorp has developed MAGE which is used in the game industry. For more details about MAGE, please visit the website https://www.wizcorp.jp/mage/
After 3 weeks of training, a closing ceremony is held to celebrate the participants’ achievements, in a very fun and relaxed atmosphere with pizza and beer!
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The next Wizard Academy will be in the spring of 2018, please don’t hesitate to contact us if you are interested in participating!
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project-empress-blog · 8 years ago
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Pixi.js point and click game tutorial
I’ve slightly broaden the spectrum of topics raised on my blog. I want to write about everything I’m coding, so let the new category - #javascript - say hello world. 
I’ve recently heard about JS13kGames Competition and i’m really excited and motivated to submit the entry. In the meantime our local gamedev group is organising a monthly meeting with microjam - tiny game competion. This month’s theme is MURDER. I think it’s nice warmup.
I know nothing about game development, but I can tell some story in simple, point and click way. Framework I’ve picked to do this is PixiJS.
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Getting started
I’m used to link all the dependencies from CDNs like this from cdnjs.com if it’s possible. Using learning Pixi docs to quick start.
index.html
<!doctype html> <html> <head>    <meta charset="utf-8">    <title>The game</title> </head> <body> <script src="https://cdnjs.cloudflare.com/ajax/libs/pixi.js/4.5.4/pixi.min.js"        integrity="sha256-OeeS98OP4PNpgc5B8mKkGf1/sZvUitl4R53KSHpSQOk="        crossorigin="anonymous"></script> <script src="main.js"></script> </body> </html>
main.js
//Create the renderer var renderer = PIXI.autoDetectRenderer(800, 600); renderer.backgroundColor = 0xff1d8e; renderer.view.style.display = "block"; renderer.view.style.margin = "auto"; //Add the canvas to the HTML document document.body.appendChild(renderer.view); //Create a container object called the `stage` var stage = new PIXI.Container(); //Tell the `renderer` to `render` the `stage` renderer.render(stage);
Now we have the plain stage for our game components. I’ve coloured mine pink.
Clickable object
Point and click game mechanics is based on pointable and clickabe objects. Let’s create some!
For texture to my object I’ve used a sprite created with Piskel online tool, it’s a picture of hand console. I’ve replaced the last line of my main.js fle with:
PIXI.loader    .add("HandConsole","hand_console.png")    .load(setup); function setup() {    var hConsole = new PIXI.Sprite(PIXI.loader.resources.HandConsole.texture);    hConsole.position.set(10, 10);    stage.addChild(hConsole);    renderer.render(stage); }
As in docs metioned before I’ve added loader object, which loads assets and then run the game setup. Game gets more scalable with that. To make created sprite clickable I used code from example.
hConsole.interactive = true; hConsole.buttonMode = true; hConsole.on('pointerdown', function() {    console.log("clicked!"); });
It's very important to set interactive flag to true. Second line shows the hand coursor over the image, and last three is the watcher of click or tap event. 
Last thing I’ve done is fancy text.
var style = new PIXI.TextStyle({    fontFamily: 'Arial',    fontSize: 36,    fill: ['#FF791F', '#FF0C3E'], // gradient    stroke: '#000000',    strokeThickness: 5,    dropShadow: true,    dropShadowColor: '#000000',    dropShadowBlur: 4,    dropShadowAngle: Math.PI / 6,    dropShadowDistance: 6,    wordWrap: true,    wordWrapWidth: 440 }); var clickText = new PIXI.Text('Aww, you clicked!', style); clickText.x = 20; clickText.y = 180; hConsole.on('pointerdown', function() {    stage.addChild(clickText);    renderer.render(stage); });
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recursively-dreaming-blog · 8 years ago
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I made my very first Javascript game! It’s a bullet hell/shooter type of game. Also a riff on the classic 1981 space shooter game Defender. Simple game that I attempted to infuse with some fun retro art. 
Give it a try! 
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vegeta897 · 4 years ago
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7DRL
This weekend I will begin my first ever game jam, the 7 Day Roguelike Challenge.
I just spent a couple hours putting together a project starter that is set up with webpack, typescript, prettier, and itch.io publish scripts. I plan to use rot.js, ape-ecs, and probably PixiJS.
The motivation behind this began when I saw this tweet from a developer I follow. Even though that starter template won't end up being made in time for the jam, it was enough to make me realize a game jam is exactly what I need.
I've never really finished a game before. Most of what I've made can barely be called games. Now I have motivation and a timeframe to put out a game, however simple (or even bad) it may be.
I haven't decided on an idea yet but I still have time; I am allowed to start as late as Sunday night. The starting time I pick must also be the ending time in the following weekend.
I know that I want to keep my idea as simple as possible and prioritize making it playable before anything else. That's the advice given here and elsewhere, and I will try my best to follow it.
My vague plan is to start with the basic Rogue format and add a twist to it. I found the replies in this thread to be intruiging. But even those ideas may be too ambitious to design and develop for my first roguelike and first jam.
I don't plan on blogging my progress during the week since I want to minimize distractions as much as possible. Maybe I'll just post small notes. I enjoy recapping all the things I've done in a day but I should try to avoid spending that much time during the jam and save it for the end. Even writing this post feels like too much time spent when I should be planning. See you soon!
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intelora · 5 years ago
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Gaming Solution
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IntelOra has expertise to work with PixiJs and AR-VR based gaming developments. We have worked with 3D, Virtual and Slot integrated solution.
Game Animation Solutions
Motion Capture Software Programming
Display Analytics Integration
2D and 3D Implementation
Gaming Architecture for AR-VR
Virtual Input Device
Random output but Profit Possibility Game Builder
Multiplayer Video Game Development
To know more visit: https://intelora.co.in/en/modal-gamingdevelopment.html
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photogalleryes · 5 years ago
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clarasjournal · 5 years ago
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API Lab Presentation
Today we presented our work with the API Lab. Since not everyone was able to show up today I presented a bit more than I had prepared. I found out a bit of last minute that I was to present the introduction as well as Felicia’s example since she wasn’t able to come in. It went okay and I feel like I could get our point across. We presented our idea of prototyping with interactive movement and velocity to see changes in the users behavior towards for example loading screens of pending requests or downloads which might take a bit longer time. 
We had explored different ideas of how to use movement and velocity with this purpose, for example making a small “gaming environment” as I did and interactive clicks that changes the displayed image/environment of some kind. I feel like we worked nice together towards the same goal and the same prototyping idea. That is - to test out interactive movement in a loading screen environment. It was a bit difficult at times to gather the group since we have had a lot of other stuff going on - for example with project 1 etc. The API lab has unfortunately got a bit into the background and we’ve worked with it when we’ve felt like we’ve had the time to do it. I also found the assignment a little bit difficult and confusing at times - it wasn’t really clear in the beginning that we were supposed to use it for prototyping purposes and have that in mind. Fortunately we as a group could use our work and extended examples to explain what purposes they had in a prototyping environment. It was also a bit difficult to get into the API since we didn’t have a lot of programming experience and getting thrown into it is both good and bad. If we could get more isolated time with only this it might have turned out to be easier than I experienced it to be. A shattered mind is not ideal for learning new things and diving deeper into a specific library.
With all that being said I feel like we did the best out of it and I really learnt quite a lot. It was nice to be able to present what we’ve done and how we thought while extending our examples.
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