obiot

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Everything posted by obiot

  1. 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
  2. Hi, Stupid question, did you add the png to the list of assets to be loaded ?
  3. obiot

    wip: PLAYERKILLERS.EXCHANGE

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

    How to draw on particular [TMX] layer?

    glad I could help ! any preview of what you are working on as a reward ?
  5. 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
  6. 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).
  7. 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?)
  8. 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 ?
  9. 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)
  10. 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
  11. 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 !
  12. 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 !
  13. 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
  14. 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 !
  15. 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
  16. 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
  17. obiot

    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 : https://melonjs-builds.s3.amazonaws.com/index.html?prefix=artifacts/master/2120/build/ make sure to also update the debugPanel to the latest version if you want to give it a try before the release : https://github.com/melonjs/melonJS/tree/master/plugins/debug
  18. obiot

    wip: PLAYERKILLERS.EXCHANGE

    Good job ! I even managed to find someone after wandering for a little bit, but then got killed did you use nipple (https://github.com/yoannmoinet/nipplejs) for the controller ? Looks better than mine http://melonjs.github.io/melonJS/examples/platformer/#debug (#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
  19. obiot

    How do I tween the rotation

    indeed, I never think to use that one to be honest.... and admittedly, the documentation is not super clear as well about it : http://melonjs.github.io/melonJS/docs/me.Tween.html#onUpdate
  20. obiot

    How do I tween the rotation

    that's exactly what I do as well in one of my project, but in my case I pass an increment delta angle so that the object keep spinning (I just need then to negate the value if I want to reverse the rotation) If you want to tween it, then you can either change the delta angle value passed to rotate, or change the target angle in your case.
  21. obiot

    5.0.0 & 5.0.1 release

    I think we discuss here in the forum a couple of times (so you can do a search after), but the best in my opinion is to use a container as renderable component for your entity. We also have a Spine plugin, but if you want to take it out for a spin, I;m not really sure it this still work with melonJS 5.0, especially considering how transform are now used/applied to renderable (in 2.0 we were just using standard and straight canvas scale/rotate method, as opposed to matrix based transforms) https://github.com/melonjs/melonjs-spine
  22. obiot

    5.0.0 & 5.0.1 release

    Greetings, That's right, a 5.0.0 version has been released, but as a couple of bugs have been identified right before I had the time to publish the announcement, here are two versions for the price of one blog announcement : http://blog.melonjs.org/2017/12/melonjs-50x.html release details and download : https://github.com/melonjs/melonJS/releases [EDIT] Forgot to mention that the platformer example now features a virtual gamepad (visible on mobile devices, or if the debug panel is enabled) ! it is not like the most advanced and configurable implementation, but that does the job for a platformer, and should be a good start for those looking at adding one -> click here to run the platfomer
  23. obiot

    5.0.0 & 5.0.1 release

    Hi Ian_. to be honest, I have not looked before at that thread, but by the look of it I would say that yes it looks like it could have been that problem In the 4.x version transforms and anchor point were messed up in some cases, and it should be better in this version ! thanks ! Olivier.
  24. obiot

    Do you build your UI's in MelonJS or DOM?

    I think another point is what device you are targeting, I mean if you target at some point to release your game through a wrapper (e.g. Cocoon) on the Apple Store or Android market, then you cannot rely on DOM for the UI ?
  25. obiot

    wip: PLAYERKILLERS.EXCHANGE

    awesome start ! thank you for sharing it I had troubles though running it under safari (gave me some errors while loading the audio assets), but it was running fine under Chrome and Firefox... I'll add it to our gallery here if you wish, feel free to provide some small descriptions if you want too