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WombatTurkey last won the day on November 9 2015

WombatTurkey had the most liked content!

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About WombatTurkey

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  1. WombatTurkey

    Virtual Joystick plugin

    Wow O_O
  2. WombatTurkey

    Panda2 on gamefromscratch !

    Thanks, that's very good to know! I'm excited to see your Panda 2 game =]. A lot of things happened when I was gone, impactjs went open source, Panda 2 is out.. Phaser 3 is out.. It's like a kid in a candy store
  3. WombatTurkey

    No Phaser any more!!!

    I'm not being hostile at all man. I was just trying to say, Phaser gives you the tools / foundation for the job. And it does it well, it's your job as a game developer to use those tools and take your game to the next level Was not my intention at being hostile at all.. if it came off that way I apologize.
  4. WombatTurkey

    Panda2 on gamefromscratch !

    Yeah. I was first doing a browser only game, but then transitioned to targeting desktop natively (I could kinda do that if I packaged w/ Electron), didn't feel like that was right for my game. I also really loved the UI nodes in Godot. Has one of the most underrated UI systems to date imo, especially in a free open source game engine. If I were to do a mobile/browser game now, I would have chosen impactjs, but now since Panda 2 is out, it's between that or Phaser 3. I also tried love2d, but their skeleton animation libraries and UI (compared to Godot's) are very lackluster. Their Spriter addon doesn't support animation transitiong, but their Spine module does. Which you'll need $70 for that. However, a better programmer than me could just add in that by themselves, so each case is different. I'm just lazy . Their tiled support and performance is off the walls, and lua is sooo nice.
  5. WombatTurkey

    Panda2 on gamefromscratch !

    I love it! I had my game almost finished in Phaser, and it was going to be packaged w/ Electron, but found Godot never looked back. I was always checking out Panda 1 back then, so to see this Panda 2 just makes me extremely happy. Not only to me, but to the developer, and most importantly the game dev community
  6. WombatTurkey

    No Phaser any more!!!

    Then it's your job to take the game to the next level.
  7. WombatTurkey

    Can we develop widget with Panda2 ?

    You can do a dom overlay or create your own UI system in the canvas. If your game is not UI heavy, I recommend just doing a dom overlay. Treasure Arena does this perfectly, inspect element their site when you get a chance. I think he's asking about built in GUI nodes (widgets) similar to what Godot does, that can be inserted via the editor, etc. Not sure
  8. WombatTurkey

    Panda2 on gamefromscratch !

    Just came here because I saw this. Was extremely giddy, but then realized i'm with Godot now :(. Gosh I will def recommend it though. The API/docs are very clean and extensive
  9. WombatTurkey

    Panda 2 Release notes

    Wow @enpu great job w/ Panda 2. Kinda makes me want to come back to HTML5 now :P. Congrats!
  10. WombatTurkey

    [WIP] Mad World, Cross-platform MMORPG

    Awesome! Just curious does it run good at 144 fps? Was curious because RAF will match the monitor's refresh rate so the possibility of 144hz will be there. Very eager to try it out, looks like it'll be a big hit
  11. WombatTurkey

    [WIP] Mad World, Cross-platform MMORPG

    Yeah, I really wish you the best. I hope your game can go viral and really hit it out of the park. The HTML 5 field is waiting for that "action MMORPG" I think. You guys will set a very high precedent
  12. WombatTurkey

    [WIP] Mad World, Cross-platform MMORPG

    Wow, okay this makes me want to stop developing my game lol. Holy crap.. I do have to ask, are you using an in-house library/engine? Edit: Oh okay, I'm dumb. I clicked on Engine on your site, I see! Thanks! Good luck!!
  13. WombatTurkey

    Game getting only 40ish FPS on other computers?

    There is a HUGE difference between 60hz and 144hz with Phaser. I just got a new 144hz monitor and am testing it out now, it's nuts. Especially when moving around
  14. WombatTurkey

    Tilemap render bounds don't update when changing game size

    Thanks samme. Here's a small snippet so we don't have to use keep putting in the variable names of every layer we add. game.world.children.forEach(obj => { if(obj.type == 10) obj.resize(x, y) // If a tilemap layer, resize it... }) i just stuck there on my electron "resize" event listener although, i got stuck cause i thought game.scale.setGameSize would take into account TilemapLayers lol
  15. WombatTurkey

    Collisions doesn't work

    dumb cookies anyway!