obiot

Members
  • Content count

    142
  • Joined

  • Last visited

Everything posted by obiot

  1. Hi guys, Fo those interested we setup a wiki page on how to run your melonJS game under the WeChat Mini Games/Program platform : https://github.com/melonjs/melonJS/wiki/How-to-deploy-WeChat-Mini-Games-with-melonJS Do note that this require the upcoming 6.0 version of melonJS (still polishing the release, changelog visible here) --- the melonJS team
  2. obiot

    Minimap for melon v5.1.0

    I wonder if a trick where you draw the map scaled down on a much smaller canvas, and then zoom out the canvas when drawing it on screen would do ? Normally you should be able to apply a transform (scale) on the whole map using currentTransform : http://melonjs.github.io/melonJS/docs/me.Renderable.html#currentTransform don’t forget to translate to the map center, before scaling, and also “de-scale” and translate back to the origin point once done
  3. obiot

    registerPointerEvent not emitting in 5.1

    should this be something we add programatically through melonJS (or add to the boilerplate) to prevent the issues with other developers ?
  4. obiot

    Minimap for melon v5.1.0

    the second parameter is a rect that define the area of the map to draw (and we therefore pass the viewport to it), so the issue here above is that you specificy the rect size accordingly to your canvas/viewport size, where it should the size of the minimap canvas.
  5. obiot

    Minimap for melon v5.1.0

    well you have to think about this in the context of drawing Layer(s) for every single frame and with other potential objects, effect, UI, etc... being drawn both within or above those layers..... now two things (tell me if you had something else in mind) : 1) to build your mini map it does not really matter, right ? as you just call it one time to draw it on your canvas 2) there is a "preRender" property (that can be defined in Tiled) that will pre-render all layers on an offset canvas. Advantage is definitely on performances, but then you just significanty increase the memory usage, as a new canvas of the map size is created PER layer.
  6. obiot

    Isometric game made with Melon

    There is no built-in one, but if you are up to it that would be a great PR else see that post: good luck with your project and keep us posted about your progress
  7. obiot

    registerPointerEvent not emitting in 5.1

    that's weird to be honest.... that we have some bugs yes totally possible, but for it not to work at all, it's really surprising.... would you mind sharing your code, or at least a minimal version of it that can reproduce the issue ?
  8. obiot

    Isometric game made with Melon

    not that I know, and I never tried myself to be honest, but it should not be that different from an orthogonal map ? Note that you can use the below function to convert coordinates between the two (ortho <> iso) : http://melonjs.github.io/melonJS/docs/me.Vector2d.html#to2d http://melonjs.github.io/melonJS/docs/me.Vector2d.html#toIso found this as well by doing a quick search : https://gamedev.stackexchange.com/questions/29238/a-pathfinding-for-an-isometric-map
  9. obiot

    Isometric game made with Melon

    Hi, oh yeah indeed, GIK seems to be offline... that's a pity, that was really one awesome isometric game As for other, I'm afraid the only one coming to my mind now is our online example, it's quite basic, but at features show multiple layer, map navigation, and a tile selector (so enough to get you started) http://melonjs.github.io/melonJS/examples/isometric_rpg/ I'll come back if anything else comes to my mind !
  10. indeed, the grunt task will only take assets for a certain type from only the corresponding directory : https://github.com/melonjs/boilerplate/blob/master/Gruntfile.js#L136
  11. Hi, Stupid question, did you add the png to the list of assets to be loaded ?
  12. obiot

    wip: PLAYERKILLERS.EXCHANGE

    ahaha awesome still (I noticed a bug in the loader screen as well)
  13. obiot

    How to draw on particular [TMX] layer?

    glad I could help ! any preview of what you are working on as a reward ?
  14. obiot

    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 = me.game.world.getChildByName("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
  15. obiot

    Bitmap fonts and anti-aliasing

    interesting..... ! there is an antialias option when calling me.video.init, 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 me.video.init properties list, or just change it to me.video.CANVAS).
  16. obiot

    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?)
  17. obiot

    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 ?
  18. obiot

    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 : https://github.com/melonjs/melonJS best is probably to clone the boilerplate, and just add the platformer on top of it (in my opinion)
  19. obiot

    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 : https://github.com/melonjs/melonJS/releases/tag/5.1.0
  20. obiot

    Sprite FlipX rotates full width on x axis

    Hi, yes indeed ! See here for both the explanation and the solution : https://github.com/melonjs/melonJS/issues/916 My bad as I ve been late in updating the tutorial accordingly !
  21. obiot

    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 !
  22. obiot

    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 : https://github.com/melonjs/melonJS/wiki/Frequently-Asked-Questions#object_pooling
  23. obiot

    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 : http://blog.melonjs.org/2018/01/melonjs-510.html lib and plugin download link : https://github.com/melonjs/melonJS/releases Happy Sunday to all of you !
  24. obiot

    wip: PLAYERKILLERS.EXCHANGE

    I still see ogg only though... even after empty'ing the browser cache... // Initialize the audio. me.audio.init("ogg"); Concerning the multi touch support, we had further improvements in the latest 5.1 : https://github.com/melonjs/melonJS/blob/master/CHANGELOG 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: https://melonjs-builds.s3.amazonaws.com/artifacts/master/2139/build/melonjs.js 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. https://github.com/melonjs/melonJS/wiki/Upgrade-Guide
  25. obiot

    wip: PLAYERKILLERS.EXCHANGE

    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