Stephan

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Stephan last won the day on October 15 2014

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  1. Hi @Umz and @BdR, Thanx for your positive feedback! I have never worked with Scorm so far so I am not really sure what it is all about. I guess it is a framework for educational content? In Taalblobs I really designed the games AROUND the educational content in a way that they optimally support the learning proces and I guess that will be hard to do with Scorm (although I am not sure what it is exactely). And about the market? Yes, I think you can make a living from it. But there is quite some competition from large publishers so you must really stand out in one way or the other to make sure you get some attention and generate some revenue.
  2. Hi Enpu, It's really good head that you are actively working on Panda again! About feedback: first of all I want to say that Panda is just a great engine and I am glad I choose it for my project. There were little issues that I ran into during the programming and they could all be resolved quite easily. Currently I am still working with Panda version 1. I stuck to the masterbranch for stability reasons. Therefore I am not completely up to date with the features for version 2 though. I think the engine itself just rocks. Perhaps it would be nice if there would be a little more documentation for newcommers. I am thinking about some sort of blog that Ninjadoodle started for version 1 with a nice step by step tutorial for some sample games. I realize though that this would take quite some effort to produce. Onze version 2 is completely stable and has been moved to the master branch I will have a look at how much work it is to rewrite my current games to the new version. @Ninjadoodle Thanx for your positive feedback and yes, Dutch is quite a difficult language to master. (Javascript is in fact a lot more simple ) Keep up your projects as well, you have made a lot nice games so far with Panda and I really like your work on the puzzle games. Stephan
  3. My First Game

    Nice work! I'm impressed when i read that you managed to create this in 4 weeks without a game engine.
  4. Hi all, I am pleased to announce that one of my biggest html5 projects was released this weekend. The project 'Taalblobs' is a commercial website with many educational games that is designed to practise Dutch spelling. It contains 25 games (all written in panda.js), approximately 5000 Dutch words, a reward system for pupils, an adaptive algorithm as well as the option for a manual override, an extensive monitoring system for teachers and many many more cool features, all designed to facilitate educational professionals. Currently Taalblobs will be available in Dutch only but I am thinking about porting the concept to other languages as well. (So if you are dyslexia expert and interested in participating, don't hesitate to contact me !) If you are interested in the project, feel free to have a look and give a few games a quick try on the website https://www.taalblobs.nl/demo. You can have a look at some screenshots below or a full overview online at: https://www.taalblobs.nl/spellen.html @Enpu: Once again thank you so much for your work on the Panda.js game engine and especially for making it publically available as an open source project. Stephan
  5. Hi all, Recently it has been a bit quiet on the forum so I thought it would be a good idea to post the announcement here as well as in the showcase forum. I am pleased to announce that one of my biggest html5 projects was released this weekend. The project 'Taalblobs' is a commercial website with many educational games that is designed to practise Dutch spelling. It contains 25 games (all written in panda.js), approximately 5000 Dutch words, a reward system for pupils, an adaptive algorithm as well as the option for a manual override, an extensive monitoring system for teachers and many many more cool features, all designed to facilitate educational professionals. Currently Taalblobs will be available in Dutch only but I am thinking about porting the concept to other languages as well. (So if you are dyslexia expert and interested in participating, don't hesitate to contact me !) If you are interested in the project, feel free to have a look and give a few games a quick try on the website https://www.taalblobs.nl/demo. You can have a look at some screenshots over here: https://www.taalblobs.nl/spellen.html @Enpu: Once again thank you so much for your work on the Panda.js game engine and especially for making it publically available as an open source project. Stephan
  6. I'm back

    Good to have you back enpu, this is REALLY good news for the panda community! Personally I am still a big fan and a heavy user of the panda game engine. Within 2 months i am hoping te release my first big project that includes more than 25 panda games. So great that you are continuing your work on Panda!!!!
  7. Calling the player function:

    Hi ThatGuy, Just keep breathing, you will get there eventually... There are two more things that I can think of: 1) You must realise that you have in fact a double collision detection defined. This is what I mean: this.monetaBody = new game.Body({ ... collisionGroup: 3, collideAgainst: 0 }); and... this.giocatoreBody = new game.Body({ ... collisionGroup: 0, collideAgainst: [1, 2, 3] } ); So monetaBody collides against giocatoreBody AND giocatoreBody collides against monetaBody. Just one of the collisions will eventually be handled in one of the collide() function. I think you should remove one of the collideAgainst and set it to an empty array. for example: this.monetaBody = new game.Body({ ... collisionGroup: [], collideAgainst: 0 }); 2) Just to be sure: You have to bind the collide function of the body to your custom collide function in the init() constructor function. But I think you have that bit covered here: this.giocatoreBody.collide = this.giocatoreBody.collide.bind(this); If this doesn't solve the problem, perhaps you can post once again both complete classes so I can have another look at them. One more question: what version of panda are you using? The master (=v1) or the development branch (=v2)?
  8. Calling the player function:

    Ah, now I see the problem. You've got a rectangle and a circle as bodies. Currently collision between those is not supported. Try changing the rectangle in a cirlce and everything should work just fine. Stephan
  9. Calling the player function:

    Have you set the collideAgainst property correctly? This is a property of the body that triggers the collide() function. so: opponent has collisionGroup: 1 player has collideAgainst: 1 And have you added the body to world? game.scene.world.addBody(this.body); just checking a few obvious things....
  10. Calling the player function:

    In order to render an object you just HAVE to add it to the stage (or alternatively to an object that has been added to the stage). I'm affraid you will have to do some rewriting after all. I would suggest to keep things simple at first at keep close to the examples avaliable in the demo apps an the panda fiddler. It will make live much easier later on.
  11. Calling the player function:

    try this in the scene: this.oggetto = new game.Giocatore().addTo(this.stage); now the sprite (or in this case your custom class) will be added to the stage and substantially be displayed on the screen. Have a look here for some small examples: http://vermeire.home.xs4all.nl/panda/index.html#sprites (just a sprite) http://vermeire.home.xs4all.nl/panda/index.html#physics (sprite with body)
  12. this.current.body undefined

    Hi, You've posted quite a lot of scripting! I don't really understand what you are doing with the 'throw' lines. I would recommend you to have a look at the examples on the panda fiddler that I uploaded a while ago. furthermore i think you should try to take advantage of the build in object oriented programming possibilities that panda offers. perhaps you could rewrite your main file and move part of the logic to a separate class? It would make debugging a lot easier. This wat you can test the small pieces before you wire them all together. A starting point: perhaps you could try to get your base class working with a very basic scene. From there you could slowly expand your code. hope this is useful. stephan
  13. this.current.body undefined

    Hi, what version of panda are you using? Could you provide a code sample? It is a bit hard to answer your wuestion with the current info.
  14. Animation not showing up

    Hi str1ke, You need to load the images in the texture cache before you can use them in an animation. Have a look at the panda fiddler for working examples. http://vermeire.home.xs4all.nl/panda/ (stable version, v1!) i alse recommend to use chrome for testing so you can hit f12 For debugging purposes. Stephan
  15. Animation FPS?

    What version of panda are you using? I'm not sure if this is the answer you are looking for but in version 1 animations works like so: game.module( 'game.main' ) .body(function() { game.addAsset('anim1/skeleton-animation0.jpg', 'prop0'); game.addAsset('anim1/skeleton-animation1.jpg', 'prop1'); game.addAsset('anim1/skeleton-animation2.jpg', 'prop2'); game.addAsset('anim1/skeleton-animation3.jpg', 'prop3'); game.addAsset('anim1/skeleton-animation4.jpg', 'prop4'); game.addAsset('anim1/skeleton-animation5.jpg', 'prop5'); game.createScene('Main', { backgroundColor: 0xeeeeee, init: function() { this.propeller = new game.Animation( 'prop0', 'prop1', 'prop2', 'prop3', 'prop4', 'prop5' ); this.propeller.animationSpeed = 0.3; this.propeller.play(); this.propeller.position.set(230, 350); this.propeller.anchor.set(0,1); game.scene.stage.addChild(this.propeller); } }); }); So you just have to adjust the animation speed with: this.propeller.animationSpeed = 0.3;