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  1. pstrejczek

    Panda 2 remote and engine dev versions

    Ok. Solved. I use 720x960 resolution but forgot to set the system resize to true in the mobile section of the config.
  2. pstrejczek

    Panda 2 remote and engine dev versions

    I guess this is rather obvious, but I wanted to clarify ... Is Panda 2 remote iOS app will work with engine dev versions or not? It does not work with the current one. I just got a black screen and FPS: 0.
  3. pstrejczek

    Panda2 Editor: Editing/Adding Assets

    @enpu - I vote with both my hands for those features. If it would be easy to switch between those windows it will be super awesome. Those are the features which are missing in many code editors.
  4. pstrejczek

    Panda2 Editor: Editing/Adding Assets

    Yes. copying the file to the project folder and being able to open it in Panda editor is great - it will help a lot. I understand that multi-instance could be a problem. If it is a lot of work - I think it would be better to leave it the way it is now. I'm not sure if it would be beneficial for anybody more than me so it's better to focus on more important features
  5. pstrejczek

    Panda2 Editor: Editing/Adding Assets

    Actually .. since we are talking about the editor I have one question. I love Panda 2 editor and work on my game in my free time almost every day - the workflow is super easy. I make my game assets in Affinity Designer and I have continuous export enabled. When I make changes in Affinity Designer I can actually see the change immediately in the game window in the Panda2 editor, because it updates automatically when assets are changed - this is super awesome! There is one thing in the editor I would love to have. Maybe @enpu - you could consider this for the next version. When I write code, I like to look at the code of the templates or the code from my previous pet projects. I would love to be able to open more than one instance of the Panda2 editor - which is not possible (at least on Mac). I'm using VSCode at the moment to open the main.js file but it it is harder to navigate than in Panda 2 editor.
  6. pstrejczek

    Pixi plugin issues

    I was playing with pixi plugin, with the intention to add some filters to my game. I noticed two problems: 1. When I add a filter to my Container which only has one circle shape (rotating in update function). The filter is just a square, with the width of the circle radius, rotating inside the circle. 2. I have two progress bars in my game, which are simply rectangles changing their width in update function by MyContainer.shapes[0].shape.width. After adding pixi plugin rectangle width no longer updates. The width values are correct but there is no update on the screen. I'm using latest pixi plugin version with 2.8.2dev
  7. pstrejczek

    Drawing circle / tweening and anchor issue

    Thanks, @enpu for this tip. It also helped me with one of the problems in the game I'm working on.
  8. pstrejczek

    Quite complicated collision detection

    That's what I have actually done - but without the physics engine. I'm still having some problems with the angles. I don't know if this has something to do with the container rotation taking place in update function in a different class than the one I'm doing collision checks. It kinda works - but sometimes doesn't What I do is I check angles for the arc endpoints and then the angle of a vector from player position to the container center. Sometimes it looks like it hits out of the arc, but when I check values which are console.logged I can see it is not. I'm still looking for maybe a better solution
  9. pstrejczek

    Quite complicated collision detection

    So .. I'm working on this little orbiting game and I have a problem with collision detection. I have some sprites within the container. The container is rotating (so the sprites are also rotating). One of the sprites is an Arc. What I want to do is to detect a collision of my player sprite with that arc. Any ideas how to achieve that?
  10. pstrejczek


    It's really nice to see those improvements in the editor. @enpu if there is something we could do to help get more people use Panda 2 please let us know. Next week I'm going to write a blog post on my blog (in Polish) about Panda 2, but the range of my blog is rather limited - I'm not sure if this will help. I think the best way is for us to develop and publish our games. There is probably nothing better for a game engine than examples of published games which are polished and enjoyable to play.
  11. pstrejczek


    Roadmap would be great. I don't know how big Panda2 community is at the moment, but it would be great to have the roadmap public and to see what's coming in next versions. Can't wait for the next version - It's always so nice to have new features
  12. pstrejczek

    Essentials plugin

    Thanks @enpu ! The debug instant variable update is awesome. This will help me a lot with the game I am working on .. I just need to get to work :). @Ninjadoodle This is very easy to be done just with coordinates for the container. You have game.width and game.height which you can use and should be independent of the screen size.
  13. pstrejczek

    Essentials plugin

    Hi @enpu Thanks for the container shake - it is awesome! What I think could be useful as part of the essential plugin: Actually, a great example of an essential set of features is Flixel Power Tools for old Flash Flixel game engine Some of the features from this set we already have, but it would be great to have some more of them. - Very simple collisions when no physics is used, or you use your own simple physics. I have coded myself some simple collisions for my game, but it would be awesome to have circle and rectangle collisions in all combinations in the plugin. - Pixel perfect collision would be a nice addon. Also, most of the functions like in old FlxVelocity would be great: - Maybe a customizable bar? Like in fpt And one more thing, which is not plugin related but I think could be useful. Would it be possible to add some kind of watch table to the debugger? I mean, you could add some variables with some function in the code and the variables values would be shown somewhere in the debugger on the game window. I know you can do this with console output, but sometimes it is useful to have some variables shown in the game window when you prototype features. And also about 3D. There is Three.js plugin which works nice - I have done some simple testing, but how about a babylon.js plugin? Would it be even possible?
  14. pstrejczek

    Jumping Fish game template

    @enpu I wanted to take a look at this template, but it looks like the download link is not working. It says "Page not found".
  15. pstrejczek

    Modules question

    Ok. I have figured it out. You have to do .require('game.module_name') before .body in the main module. To create the object of class which is located in separate module you simply use new game.class_name.