macguffin

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About macguffin

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  1. PIXI plugin tip

    just asked what this is for as I agree it might be a bad idea to rely on it if it's actually meant for something else. Also if it did set a default resolution you wouldn't need to make any changes globally to your stuff. https://github.com/pixijs/pixi.js/issues/4392
  2. PIXI plugin tip

    yeah think you're right I must have been still picking up my adapted pixiPlugin file with this line in it: Sorry for all the confusion if (v.resolution) { filter.resolution = v.resolution; } else { filter.resolution = PIXI.settings.FILTER_RESOLUTION; }
  3. PIXI plugin tip

    My mistake I was using the old depreciated version PIXI.settings.FILTER_RESOLUTION = 2 I think if you just add this to your code it will set the default resolution of all filters. It looked to be working when I did a quick test
  4. PIXI plugin tip

    don't think it's been released yet. Take it from Jack's link, second post.
  5. PIXI plugin tip

    Hi just having a look another approach might be to incorporate PIXI.settings.FILTER_RESOLUTION; into the PixiPlugin PIXI.settings the plugin currently does this: if (v.resolution) { filter.resolution = v.resolution; } @GreenSock if it also did something like this then if the resolution wasn't set manually it could pick up the global resolution for the filter if (v.resolution) { filter.resolution =v.resolution; } else { filter.resolution = PIXI.settings.FILTER_RESOLUTION } Thanks
  6. PIXI plugin tip

    Actually scratch that. That’s going to be the setting for the atlas resolution isn’t it.
  7. PIXI plugin tip

    Just wondering if you can change the resolution globally in pixi. Think you you might be able to do something like this PIXI.settings.RESOLUTION = 2; I’m not at my computer for a bit but will test when I get back as it might be a simpler solution to tackle it at source.
  8. PIXI plugin tip

    Hi tried onStart but it didn’t work as I think it was setting the resolution before the filter had been created.
  9. PIXI plugin tip

    Works very well thank you
  10. PIXI plugin tip

    Hi it might be worth mentioning resolution in your docs with regards to the pixi plugin as the pixi default settings often makes images look blurred: http://pixijs.download/release/docs/PIXI.filters.ColorMatrixFilter.html If you find that your images are blurry when adding a filter, a colour effect for example, it might help to change the filter's resolution. Not sure if you can do this directly with the plug-in but a quick hack like this might help. (Jack can the plugin change resolution?) TweenMax.to(PIXI_IMAGE, 0.25, { pixi: {brightness: 0.5}, onComplete: (): void => { PIXI_IMAGE.filters[0].resolution = 2; } }; The above example if for a single filter on an image. As you can see in the screenshot the first bell has its resolution set to 2 whilst the second is using the default of 1 Cheers
  11. dev tools must be Christmas already!!!

    AWESOME!!!! Have used Chris Gannon's scrub timeline in the past but this is just in another league. Gonna be so useful I've got a game to debug and am gonna use this which will be fun. Cheers
  12. What I hate about TweenMax ;)

    So you can imagine, it's Saturday night and there's another deadline looming on Monday. I'm just about to settle in to what I reckon is about 2 hours of work animating "a magical trail randomly jumping around the screen". I got some ideas so just need to crack on. Before I do I just check the "ease-visualizer" and low and behold I find "rough", which I'd forgotten about. Give it a go and that's kinda what I needed, 20 mins later I have finished the job. This keeps happening Jack you have thought of everything and now I don't have any work to do so can enjoy my Saturday evening. So inconsiderate, I mean there's nothing good on TV!! Realised I bought TweenMax 8 years ago, people thought I was mad spending that much money on a tween engine (for Flash). I've used TweenMax in every project I've worked on since buying it and can't imaging developing without it. So just a quick thanks and I'm off to get a beer.
  13. On iPad audio doesnt play on DragEnd event

    Hi, it might be because you need a user action to initiate audio on iOS safari. Your user needs to play any audio via a direct request for the audio to play. https://developer.apple.com/library/content/documentation/AudioVideo/Conceptual/Using_HTML5_Audio_Video/Device-SpecificConsiderations/Device-SpecificConsiderations.html To see if this is the case add an onClick somewhere to play the sound. Once you have heard the audio see if it works with the drag event. If this is your issue you can play a blank audio with your user click at some point before you need to do the "drag and drop". The user doesn't need to directly request the actual audio you want to play just an audio file. this might not be your issue but it's a good thing to rule out. Cheers
  14. export root (followup_

    Hi just to follow up from the exportRoot stuff TL:DR No issues, but with great power comes great responsibility! -------------------------------------------------------------------------------------- So I think what I was seeing the other day was caused if I paused a few times in a row without un-pausing. If you do that some of the boxes jump about and don't start up again. Press pause, unpause x5, pause x2, unpause (Also did all these with pixi just to test it wasn't pixi related) If I add a flag so the pause code doesn't fire unless it's un-paused this never happens. Press pause, unpause x5, pause x2, unpause All is well. In my next game I'll try exportRoot again and if I get any errors I'll get back to you but as it stands it was probably my bug messing your code. Also If I do it with timescales it is more likely to mess up - expect the is_paused flag need to be onComplete Press pause, unpause x5, pause x2, unpause If I do it with timescales without the pause flag crashes the browser. Press pause, unpause x5, pause x2, unpause Cheers
  15. PS just dropped your snippet into my game and it works perfectly!!!!! You're a bloody Genius!