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About obiot

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  • Birthday July 20

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  1. How to draw on particular [TMX] layer?

    glad I could help ! any preview of what you are working on as a reward ?
  2. How to draw on particular [TMX] layer?

    it could as simple as setting the correct z order to your "tile selector object" and to make it fully dynamic, you can get the required tile z value using the following code (after your map has been loaded) : // get the TMX Map Layer called "basement" var layer ="basement")[0]; // get the layer z value var zOrder = layer.pos.z; then you can just reuse zOrder when instantiating your tile selector, and it should do the trick
  3. Bitmap fonts and anti-aliasing

    interesting..... ! there is an antialias option when calling, that is actually (or should be in theory) false by default, would you try to force it to false ? also are you using the canvas or webgl renderer (the latter still has a few issues that needs to be worked out), if yes can you also try to force the CANVAS one instead ? (either by removing the renderer option from the properties list, or just change it to
  4. Changing tileset for a tile

    Hi, sorry fo the late feedback (Chinese holiday season in this part of the world) and yes indeed, the solution was to also update the "corresponding" tileId I do wonder though if manipulating directly those references/values is a good idea, and if we should not rather have something that better abstract the tile(set) "architecture" (e.g. if you change your tileset in Tiled, your index here above could then be incorrect?)
  5. Debug panel in 5.1 not registering click events

    oh so that's weird as there is no issues at all on my side. Is your Chrome up to date ?
  6. Git clone Melon example

    I'm afraid you'll have to clone or download the whole melonJS repo, as the platformer is just a folder within that repo : best is probably to clone the boilerplate, and just add the platformer on top of it (in my opinion)
  7. Debug panel in 5.1 not registering click events

    Hi, did you also update the debugPanel to the latest version ? if useful, I attached the latest version of it to the latest release :
  8. Sprite FlipX rotates full width on x axis

    Hi, yes indeed ! See here for both the explanation and the solution : My bad as I ve been late in updating the tutorial accordingly !
  9. Problem migrating to 5.1 from 4.1.1

    Hi, thanks for the feedback ! through the 5.x releases, lots of effort have been made in fixing and better implementing anchor points for all renderable, and what you see is probably related to it. As since version 5.0 at least, the default Anchor Point (center of object) should properly be applied everywhere (including bounding box, transform, etc...) So long story short, if you set the container anchor point to [0,0], it should restore the previous behaviour (easier that changing everything to accommodate with the new center). let me know, Olivier. NOTE : and indeed this should be better clarified/mentioned in the migration guide !
  10. low fps

    Hi, this is anything but too vague to be able to provide any kind of assistance. most certainly , you should look at your code, and ensure that object creating and deletion are limited as much as possible in order to avoid triggering the garbage collector (which impact performances, especially with large amount of objects) you might also look at enabling object pooling :
  11. 5.1.0 release

    Cheers guys, here is the latest release of melonJS with version 5.10, which is also the latest major "ES5" release before the big jump to ES6 ! Blog Announcement : lib and plugin download link : Happy Sunday to all of you !

    I still see ogg only though... even after empty'ing the browser cache... // Initialize the audio."ogg"); Concerning the multi touch support, we had further improvements in the latest 5.1 : I will release this new version at the end of this week, but if you want to give it a try, here is a link to the latest build: only visible change compared to the 5.0.x version you use is `isKinematic`, is now true by default except for me.Entity, me.Container and me.GUIobjects. Which means that if you use me.Renderable as a base for a custom object responding to collision or pointer event, you will need to set it back to false within the constructor to match the current behaviour.

    awesome, from what I can it's one hell of a work, as you did implement the UI/inventory programmatically, right ? also you really need to add additional webm or mp3 version of the audio assets, because my poor iOS & Safari a currently complaining about ogg being the only one available
  14. Fix position after scale

    this should be fixed in the latest dev branch (-> 5.1 to be released within a few days), here an link to the latest build : make sure to also update the debugPanel to the latest version if you want to give it a try before the release :

    Good job ! I even managed to find someone after wandering for a little bit, but then got killed did you use nipple ( for the controller ? Looks better than mine (#debug is required to show It up on desktop, else it won't until you are using a touch enable device) [EDIT] note that the online version of my controller does not work properly on chrome mobile (Android) though, but it was fixed in the repo