#pixi.js
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Teamed up with some online friends to make a game for the Touhou Fan Game Jam 15. Explore the biggest, smallest, and everything in between with Yukari Yakumo. Play it on your browser in the link above.

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Senior Staff Engineer (Frontend Slot based Game Developer - Pixi.js )
Company Description👋🏼We’re Nagarro.We are a Digital Product Engineering company that is scaling in a big way! We build products, services, and experiences that inspire, excite, and delight. We work at a scale – across all devices and digital mediums, and our people exist everywhere in the world (18000+ experts across 36 countries, to be exact). Our work culture is dynamic and non-hierarchical. We…
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Creating a browser game in 2018 should be easier than ever, in theory – there’s a literal plethora of engines, tools, and scripting languages available to create and deploy a browser game. However, that same freedom may also be a bit of a burden for newcomers – sort of like “information overload”, it can be difficult to sift through all the available methods of building browser games. Not to mention the hurdle of learning JavaScript itself, though there’s plenty of excellent JavaScript books out there worth reading. There are two main methods of building browser games in 2018, and they both revolve around using game engines. We’ll explain these a bit: JavaScript Frameworks An excellent and matured language for beginners and veterans alike, JavaScript (or JS in most circles) can be pretty powerful and has a ton of libraries to work with. You can also access the client’s GPU using WebGL these days, which means you can even add shaders using GLSL (OpenGL Shading Language) to create really nice post-processing graphics effects. BioLab, a game demo created with Impact.js Java’s main drawback, especially for a beginner, is going to be resource and asset management – when you’re building on top of huge asset loads and garbage collection systems, and you start to fill up the asset memory, JS will start to show its cracks in the form of automatic garbage collection and asset compression – which means you’ll need to build a slow asset caching system, or your game performance is going to be quite terrible. However, for smaller 2D games, JavaScript frameworks can really be perfect – many popular browser games (CrazySteve.io is a nice example here) are being deployed entirely in a combination of JavaScript + HTML5, using JavaScript game frameworks like Phaser, Crafty, Pixi.JS, and others. Unity3D Engine The popular Unity3D engine supports creating pure browser games, if the project being built is targeted for the “WebGL” platform – the drawback here is that the user’s browser must support WebGL, but Mozilla Firefox, Google Chrome, Apple Safari, and MS Edge all already have it, so it’s a very small audience of people that don’t already have WebGL support. Unity WebGL demo Angry Bots Of course, WebGL games built in Unity3D are going to be built in JavaScript, unless you write the game code in C# / UnityScript and then allow Unity3D to convert it using IL2CPP (Intermediate Language to C++) – but one of Unity3D’s main appeals is its humongous asset library, which means you can build games pretty much entirely from scratch without writing a single line of code using resources from the Unity store or community resources. Unity or JavaScript Framework, Which to Use? So now you might be wondering, if dedicated JavaScript game frameworks and Unity3D both require Java in the long run, what the advantages of one over the other? Well now that all boils down to how hands-on you want to get with the engine, and what type of games you want to create. C# language is incredibly powerful and one of the best programming languages for game development, which is why Unity3D is so popular – but JavaScript offers amazing cross-platform compatibility, and is also considered the official language for creating Android games. Unity3D was built mainly for creating native 3D games that are installed to the user’s computer or mobile device, whereas Phaser (and similar JavaScript frameworks) are, for the most part, geared specifically towards creating 2D browser games. So, think of it this way – if you want to build mainly 3D browser games and perhaps dabble in creating 2D games that are installed on the user’s device, go with Unity engine. If you want to focus exclusively on 2D browser games, something like the Phaser 3 framework would be much better for this purpose. All that you need is to decide about the details of your game. For example, take a look at these parking games - each one might use a different framework despite the fact that all of them look pretty similar.
Also, if you’re a complete beginner, you might want to learn on a JavaScript framework first – because that way your JavaScript skills can transition over into Unity, should you decide to give it a try. If you start out using Unity, you can’t take your C# / UnityScript skills into a JavaScript framework! One other thing to consider is if you want to target mobile users as well – Unity WebGL doesn’t exactly play nice with Android browsers, so much in fact that Google Chrome for Android has Unity WebGL disabled by default. It's much better to build a game as a separate Android build, but this isn’t too much of a concern, considering not too many people are playing browser games on their Android device – and some browser-based IO games, like Slither.IO, do in fact have highly successful mobile ports. Final Thoughts – Choosing the Right Path for You We’ve spent a lot of this article talking about the difference between JavaScript frameworks and the Unity engine, but that’s for a specific reason – as a browser-based game developer in 2018, you’re going to be using one of these methods, and it's important to understand the key differences between them. In a nutshell, you’ll need to decide if you want the ease-of-use that comes with Unity3D, and the ability to quickly throw together games with assets and resources from the Unity Store, but be limited to C# / UnityScript (if you don’t have any prior JavaScript knowledge). Or if you want to dive into JavaScript and spend a bit more time creating your games from scratch, but your JavaScript skills will generally transfer to any game engine that supports coding in JS in the future.
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What Is JavaScript Used For?
Numerous customers contact us because they require JavaScript developers. Occasionally, we are asked to provide them with senior, experienced developers for only 6 to 12 months. Typically, however, we must first assess the project tasks and determine whether a frontend, backend or mobile developer is required.
In this brief article, we will explore the tasks that require JavaScript. Let’s start!
The most popular frontend programming language in the world is now JavaScript. Moreover, contrary to what the majority of non-IT professionals believe, JavaScipt is not only for the frontend.
1. Mobile App Development
React Native has become a popular language for mobile development, but you can also use Ionic, NativeScript, AngularJS, or JQuery Mobile.
2. Frontend Development
Frontend development is the typical form of usage of JavaScript. Today’s most popular programming languages are Angular, React, and Vue.JS, but jQuery and Ember.JS are likely to be encountered in legacy projects.
3. Backend Development
The most popular backend JS framework is Node.JS, which is not only a backend framework but is also utilized by the majority of software developers.
4. Game Development
You might encounter Pixi.JS or Phaser in this microcosm, but Babylon.JS, melon.JS, and Impact.JS are also popular.
As stated previously, Javascript may be utilized for various purposes. Please inform us of your requirements, and Bluebird will provide you with the most qualified senior JavaScript developer available.
For Javascript developers, please visit this page!
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Sports Betting Game Development Essentials Tools: Choosing the Best
Sports betting games have gained significant popularity in gaming, offering players an immersive and thrilling experience. Developing a successful sports betting game requires the right tools and technologies to ensure seamless gameplay, advanced features, and a captivating user experience. In this blog post, we'll explore the essential tools for sports betting game development and how blockchain game development tools are revolutionizing the process.
Sports Betting Game Development Essentials:
When embarking on sports betting game development, developers need various tools to bring their vision to life. Some essential tools include:
1. Game Engines:
Game engines serve as the foundation for sports betting game development, providing developers with the necessary tools and functionalities to create interactive gameplay, realistic graphics, and smooth animations. Popular game engines like Unity and Unreal Engine offer extensive features and support for sports betting game development.
2. Programming Languages:
Proficiency in programming languages is essential for building sports betting games. Developers often utilize languages such as JavaScript, C#, and Python to implement game logic, user interfaces, and backend functionality. Additionally, specialized frameworks and libraries tailored for game development, such as Phaser.js and Pixi.js, can streamline the development process.
3. Data APIs:
Access to real-time sports data is crucial for sports betting game development, enabling developers to provide accurate odds, scores, and statistics to players. Utilizing sports data APIs from reputable providers like Sportradar or STATS ensures reliable and up-to-date information for betting markets and in-game features.
4. Payment Gateways:
Integrating payment gateways is essential for facilitating deposits, withdrawals, and transactions within sports betting games. Developers can leverage payment processing APIs like Stripe or PayPal to securely handle financial transactions and support various payment methods, including credit cards, cryptocurrencies, and digital wallets.
Blockchain Game Development Tools:
In recent years, blockchain technology has revolutionized the gaming industry, offering decentralized solutions for enhanced security, transparency, and ownership of in-game assets. Blockchain game development tools play a pivotal role in integrating blockchain features into sports betting games. Some essential blockchain game development tools include:
1. Smart Contract Platforms:
Smart contracts serve as self-executing agreements written in code and deployed on blockchain networks. Platforms like Ethereum, Binance Smart Chain, and Solana provide a robust infrastructure for deploying smart contracts, enabling developers to implement features such as transparent betting rules, automated payouts, and provably fair gameplay.
2. Blockchain Development Frameworks:
Blockchain development frameworks offer libraries, templates, and tools for building decentralized applications (DApps) and integrating blockchain functionality into existing platforms. Frameworks like Truffle, Hardhat, and Remix provide developers with the necessary tools for smart contract development, testing, and deployment.
3. Decentralized Oracles:
Decentralized oracles act as bridges between blockchain networks and external data sources, providing secure and reliable access to off-chain information for smart contracts. Oracles such as Chainlink and Band Protocol enable sports betting games to fetch real-world sports data from trusted sources and incorporate them into blockchain-based betting markets.
Conclusion:
Sports betting game development requires a diverse set of tools and technologies to create engaging and immersive gaming experiences for players. From game engines and programming languages to data APIs and payment gateways, developers have a wide array of options to choose from. Additionally, blockchain game development services offer innovative solutions for integrating blockchain features into sports betting games, enhancing security, transparency, and user ownership. By leveraging the best tools available, developers can create successful sports betting games that captivate players and drive engagement in the competitive gaming market.
#blockchain game development#blockchain game development services#blockchain game development company
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「オフィスキージャンプ」の実装を担当しました。 現場でのユーザーテストを通して、ゲームを違和感なく楽しんでいただくための改良を積み重ねながら実装しました。
使用技術: Electron, PIxi.js, WebAudioAPI
client: 株式会社カヤック様
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Introduccion al Creation Engine Pixi.js
Pixi.js se define com un Ceation Engine o motor para creaciones, en el que se puede crear contenido visual, entre ello podemos crear videojuegos y contenido intecractivo. Continue reading Untitled

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How to mix vuex / vue with HTML5 games
Do you want a vue ui mixed with Babylon.js, Three.js, PIXI.js, canvas, Webgl, etc? Or maybe just to store some variables... or make reactive changes? Here's how it works in a few of my games... There are 3 main points of integration. These are mutating state in the store (writing to a variable in the store), reading state from the store (accessing the store variables from other places), and reacting to changes in state (triggering a function when a value in the store changes).
First, how do you expose the store? Well you can literally just export it and then import it. Or be lazy and stick it on window.store. You'll want to have a sensible order of initialization when your game starts up so that you don't try to access the store before it exists. But games already use loaders etc to load up their images and sounds, so there's a place for that. Load up the store first, probably.
For reading state from the store you can use a syntax like store.getters['setttings/graphicsMode']. It can be a little simpler than that, but this shows the synatx for a store nested within a store. In my game for example, I have a gameStore and a settingsStore just because I didn't feel like putting *all* of the properties into one giant vuex config. One can also access the state via store.state.settingsStore.someProperty but this is reading it directly instead of uses the getter. You probably want to use the getter, because then you can have a computed property, but either will work. For writing state to the store, the key is store.dispatch. Syntax is like store.dispatch('devStore/toggleDeveloperMenu', optionalPayload). This is invoking the *action* which means you need to create actions instead of just using a setter with this particular syntax.
So that's reading and writing! But what about reactivity? Well lets say your game logic dispatches some state which enters the store, you'll find that if that state is displayed in your vue ui it is already reactive and working. For example if you store.dispatch('game/updateHitpoints', { hp: 50 }) and there's already ui to draw the hitpoint bar on the hud that is going to change automagically. But what if you're pressing buttons in your vue-based settings menu or game ui? How does one get the game itself to react to that? Well there are two some what easy ways (among a million homegrown options). The first is to use the window to dispatch an event from the same action that you use to update the state, and be sure that you always use the action instead of directly accessing the setter. This will work fine, and I did it at first, but there is a more elegant and integrated way. That is to use store.watch.
The store.watch(selector, callback) will invoke your callback when the state defined by the selector you provide changes. For example this is how to setup your game to change the rendering settings in bablyon js (pseudocode) whenever someone changes the graphics level from low | medium | high | ultra. store.watch(state => state.settings.graphicsMode, () => changeGraphics(store.getters['settings/graphicsMode']));; The first arg is the selector function, which in this case specifies that we're watching graphicsMode for changes. The second function is what gets invoked when it does change. The actual body of my changeGraphics function is skipped b/c it doesn't really matter.. for me it might turn off shadows and downscale the resolution or something like that. Personally I create a function called bindToStore(stateSelector, callback) which sets up the watcher and invokes it once for good measure. This way when my game is starting it up, as all the watchers get setup listening for changes, that first first invocation also puts the ui into the correct state. So that's writing, reading, and reacting to state changes across the border between vuex/vue and any html5 app or game engine by integrating with getters, actions via dispatch, and watchers. Good luck and have fun!
#vuex#vue#vuejs#vue2#vue3#html5 game dev#babylon.js#three.js#pixi.js#game development#game design#javascript
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Been slavin’ away at making something for the community. I just got done with one last bit of code that works dynamically alongside some graphics to perfectly trim an Exo’s marking tattoo to their unique face design...cause exos have to be the most difficult....
I digress. It’s not 100% yet, but close enough for people to play with.
**FREE ART FOR ALL COMING SOON
(I’ll be making an announcement across all social platforms. You can generally find me @pxlatedtraveler almost anywhere).**
#Destiny#destiny the game#destiny fanart#destiny guardians#avatar generator#destiny OC#kinderguardians#my art#my code#javascript#pixi.js#destiny character creator#destiny character generator
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Seeking JS Developers
NETCOT (https://www.netcot.center/welcome) is a fan-made recreation of the beloved Disney MMORPG, Virtual Magic Kingdom (https://en.wikipedia.org/wiki/Virtual_Magic_Kingdom) commonly referred to as VMK.
We are a small, fun-loving, family oriented, and volunteer based community in search of qualified individuals willing to aid us in our Developer department. These individuals will be tasked with coding elements of the game as well as back-end staff features in the following languages: Node.JS, Typescript, Pixi.JS, PHP 8, Laravel, HTML, SASS, Yarn, and React.
If you are interested in joining the magic, we invite you to first make an account and explore the game to fully familiarize yourself with how it functions before submitting an application (https://t.co/mGhqPLIfNf?amp=1).
If you have any questions, please send us an email at [email protected].
Kind regards,
GR_Winnie
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it is really funny that of all limitations of rpg maker mv, it seems like the hardest to overcome ones are, of all things “It’s not very good at rendering pixel fonts without making them blurry” and “It for some reason does not correctly reflect the kerning of fonts used in rendering text, and there’s no apparent way to change it”. And like the first one has had a lot of people put a lot of effort into finding weirdly overcomplicated ways to fix this problem but the latter i think there’s literally nothing to do about it except for painstakingly modify the font files yourself and hope that whatever you’re doing to it will actually display in the engine and look how you wanted it to. People have made it into a 3d engine with like lighting and everything but the font thing has been insurmountable since like 2014
#the kerning thing is like dire theres barely anyone speaking on the problem with regards to rpgmaker specifically#i'm resorting to finding posts from people like using pixi.js by hand properly#and i'm not sure you can use a plugin to overwrite the pixi.js settings so this may be a fools errand anyway#mypost
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Globe at MICA x Frankie Reyes
http://computerizedforms.com/globe-x-frankie-reyes
#letterpress#typography#particles#pixi.js#visualizer#baltimore#synthesizer#design#print#motion graphics#animation#web design#web development#javascript
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CLASS TRIAL 1 - Progress Report #1
i'm still not real comfortable announcing an exact release date, but i'd like to have it done by the end of june at the latest! in the meantime, here's where things stand as of may 10:
WRITING: ~90% done
i have the whole thing pretty much written, i just need to finish copying it all into the site! it's not terribly different from how the old trial plays out, except for adding a few branches of dialogue and incorporating some minigames!
MINIGAMES: ~50% done
climactic deduction is interactive now!!
nonstop debates look cooler
theres a select someone scroller thing now and it's cute look
hangman's gambit 20XX (tentative name lol) is the most like an actual minigame, i have the visual components of it laid out and i'm working on the game logic now
considering one more minigame but it'll depend on how long everything else takes
ART: ~20% done
CGs (0/3)
sprites (2/15+)
banners (4/12)
climactic deduction comic (1/14 but they're not full-size comic pages don't worry akdsjd)
plus a few evidence icons and Other Things
MUSIC: ~25% done
this is gonna be the kicker lol. i don't have a lot of experience with music production, especially when it comes to estimating how long things will take-- but if i finish everything else and its the only thing keeping the trial from being posted, i can always add the music in later
WEBSITE: ~95% done
all that's left is cleaning up the menu but i'm still figuring out the best way to organize it haha
#dreadnought despair#dreadnoughtupdate#i DESPISE javascript but pixi.js is a neat enough lil library that i will endure it lol#it doesn't have a gui but it's about as close as you can get to working with flash these days
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So here I am struggling to get Spine working with PIXI.js -_-. I’m pretty sure the issue is that the export is out of date, and I don’t actually have the program so I’m busy using the ones provided in the trial version. The console logs are pretty much yelling at me that I have to re-export it, but guess what the trial version doesn’t let me do!
Hopefully it gets updated, starting development without actually being able to have my hands on the program is a bit frustrating but I can’t really do much since it’s quite pricey and I can’t really warrant sinking all that money into it without knowing if it works for me or not...
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box2dweb + pixi.js test (use typescript)
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