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Found 23 results

  2. HI everybody! Is it possible to add a rim effect on mesh like in this image : Thanks, Pichou
  3. How to make these fantastic effect in Babylonjs (show in this picture) 1. Sword air blade (red color) 2. Slow sword and leafs motion 3. Leafs fall Thanks!
  5. Hello everybody! I am making caustics effect underwater. I see playcanvas.js engine has an example. Here: Doc: I tested with editor's playcanvas.js, result just like what i need, below image. They use Spotlight with a texture. I tried search google, forum, document but does not have this attribute. How i can make this effect? Can Babylon.js's team support this attribute for Spotlight? Thanks so much!
  6. hi, i'm trying to implement this effect : i have a circle who's animating to incite the player to click on the screen. next the player click and release a pink player who go to an enemy ( the pink rectangle). I would like to let the player the ability to click several times to release multiple players and each time the player is inactive the animation of the circle to prompt him to click. The problem is that this animation launches several times at the same time as soon as the players are dead. How to code this to avoid this behavior? thanks for your help, because me i don't see the solution var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload:preload, create: create, update : update }); function preload() { game.load.image('circle', ''); game.load.image('rect','') game.load.image('player','') } var player=[] var enemy var circle var tw_name var tap_ready = true var flag=true var delay_circle_timer = 1500 var counter = -1 //effect on the circle : tween start_tw = (obj,tw_action,tw_name,f) => { tap_ready = true f=true tw_action(obj,tw_name) } // declaration of tw_action tw_action= (obj,tw_name) =>{ obj.alpha=.5 obj.scale.setTo(1,1) tw_name= game.add.tween(obj.scale).to({x:1.5,y:1.5},700,Phaser.Easing.Linear.None,true,delay_circle_timer,-1) tw_name = game.add.tween(obj).to({alpha:0},700,Phaser.Easing.Linear.None,true,delay_circle_timer,-1) tw_name.onStart.add(()=> {obj.visible=true}) } //stop tween stop_tw = (tw_name,f,obj) => { if(f){ obj.visible=false game.tweens.remove(tw_name) f=false } } //launch player and start counter launch_player = (obj)=> { counter++ obj[counter].body.velocity.y=-100 } hide_player_and_start_tw = (obj) => { obj.body.enable=false obj.visible=false start_tw(circle,tw_action,tw_name,flag) } tap = () => { game.input.onTap.add(onTap); function onTap(pointer, doubleTap) { if (!doubleTap && tap_ready){ tap_ready=false //stop the tween on the circle stop_tw(tw_name,flag,circle) //launch the player launch_player(player) //delay for reset tap_ready,() => {tap_ready = true}) } } } function create() { game.physics.startSystem(Phaser.Physics.ARCADE); circle=game.add.sprite(400,300,'circle') circle.anchor.setTo(.5) circle.inputEnabled = true enemy = game.add.sprite(400,100,'rect') enemy.anchor.setTo(.5) game.physics.arcade.enable(enemy) enemy.body.enable=true enemy.body.immovable=true for (var i = 0; i < 10; i++){ player[i]=game.add.sprite(400,600,'player') player[i].anchor.setTo(.5) game.physics.arcade.enable(player[i]) player[i].body.enable=true } //initiate first tween start_tw(circle,tw_action,tw_name,flag) } function update() { tap(circle) for (var i = 0; i < 10; i++){ game.physics.arcade.collide(player[i],enemy,hide_player_and_start_tw) } }
  7. i make sample for eash and i interested too share one of them 15 day for release eash first version
  8. hi, i would have this effect like my capture screen. the square when it move have two ghost squares with different opacity. But when it is stopped, the ghost squares are just beneath the square. I have try this with a particle emitter + update but after trying a lot of parameters, I can not seem to have the desired effect. have you a soluce for me ? this.ghost_player = game.add.emitter(this.x, this.y-50, 200) this.ghost_player.makeParticles("rect") this.ghost_player.minParticleSpeed.setTo(-0,-0) this.ghost_player.maxParticleSpeed.setTo(0,0) this.ghost_player.setAlpha(.1, .2) this.ghost_player.minParticleScale = 1 this.ghost_player.maxParticleScale = 1 this.ghost_player.minRotation = 0 this.ghost_player.maxRotation = 0 this.ghost_player.on=true this.ghost_player.start(true,8000, 200) first.prototype.update = function() { this.ghost_player.y=this.y this.ghost_player.x=this.x }
  9. hello, I'm Sebastian and I'm an audio designer/producer, I have produced 2 sound effects packs that you can use for free. All sounds are licensed by CC BY-SA license. To check the 2 packs on my website: Or on my Youtube channel: Best wishes with your games and projects.
  10. Ahoy! For those of us who played games quite a bit (most of us, no doubt), we've seen plenty of (chain) lightning effects (example screenshot in the spoilers). Now, even though I've seen such effects plenty of times, I wouldn't know where to start to make such a thing. My question is: how would something like this be accomplished in PixiJS? I'd prefer a way without having to rely on WebGL, if at all possible, though, but WebGL-specific answers are welcome too, of course. Example screenshot (P.s. sorry if this image is hogging someone's bandwidth... I could not find a spoiler tag or something similar) -MikauSchekzen
  12. Has anyone achieved water in their game with phaser? How could it be done? Is it possible for waves to form/it able to drain out and stuff, and what about collisions? Can you detect collisions with water/liquid in Phaser? I know it's like 3-4 questions in one! I searched a couple times for this in the forum and didn't see anything on this. Hopefully some good responses, I'd love to incorporate water into a game and do some things like Ecco the Dolphin or Sonic games did.
  13. Hello have anyone did any lightning effect in bbabylonjs? such as lightning beam, chain lightning etc, can someone give me a push in the direction?
  14. Hello, I'd like to add water drops on the camera lens as an effect. How can it be done? Moving drops would be nice, but static is more than enough This screenshot should explain my goal RiptideGP: Thanks for every answer, Simon
  15. hi how can i calculate like following image with pixi.js? rotating fire is calculating by only one image. it can be by pixi.js too. but i don't know correct calculating theory.. i wanna draw follawing image to effect like magic thx...
  16. Hello all, Just release a script for creating a typewriter effect, using Phaser timers, and also able to mix sound in there as the typewriter is animating. Check out the source here: Or an example here: Let me know if you come across any issues or if you want something added.
  17. Hi guys, I'm wondering if it is possible to have a "slide effect" between states. I know we can use ease in/out effects but I couldn't find a slide (tween?) effect. Any help is appreciated. Thanks
  18. Read here
  20. arkerone

    Glow effect

    Hello! I need to create a glow effect on a sprite. It's possible to create it with phaser? Thanks!
  21. Hello, I recently saw a very nice particle animation and I was wondering if someone can give me a hint of how can something like this be done with phaser particles. I have seen the examples but they don't show this kind of dynamic. Thanks!
  22. Hi!I have found this in forum: I use version 1.1.5. There are any example of how to create an effect of impact sprite?
  23. tyson

    Water effect

    Hey all, Been messing around with some water effects. I really liked the 2.5D water effects in The Cave and wanted to see if I could get something similar in 2d, without all the baggage of Box2D. Just click or touch the screen to get the effect: Works pretty good on iOS and Android. Thinking of making it a snippet for Cocos2d-html5 or something I followed this tutorial. -Tys