Wolfsbane

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  1. Wolfsbane

    Panda2 Editor: Editing/Adding Assets

    I just mean from within the editor (here). I normally create a project with a random name when I'm just experimenting, then, as the project expands I rename it appropriately. (I assume I can just go file explorer+rename). This is not a bug, just a UI niggle to note. Maybe this is not the appropriate place to post this kind of thing?
  2. Wolfsbane

    Panda2 Editor: Editing/Adding Assets

    Yes, I had a similar thought. I assume that an update is just a pull request from Github (or something similar), so just making this git parameter editable would probably do it. But I think I saw some post from enpu that the next Editor version is allowing for different engines, etc, so possibly you'll get this feature in a roundabout way. Another not big issue, but FYI: I can't rename projects?
  3. Wolfsbane

    Panda2 Editor: Editing/Adding Assets

    I'd just make it update the template src at the same time when they update their project source. No, this is not a biggie, but I noticed it, didn't seem to be correct, so thought I'd mention.
  4. Wolfsbane

    Panda2 Editor: Editing/Adding Assets

    Gotcha. And it is neat that it's made with Panda Editor itself. I did some googling on crosswalk, and it seems that without it, the file size should be pretty small. One other thing I noticed was I did an Update on my project, (see) But was surprised when the next new project I created was with the old engine number? can't think of any reason why the editor would have to keep using the old engine version for new projects if there has been an update
  5. Wolfsbane

    Panda2 Editor: Editing/Adding Assets

    @enpu Great, you're really onto it. And thanks for the tip with dev tools. Now I tried Panda Remote last night with the Flying Dog game when I got home. (I couldn't do it from the office I'm currently working out of.. I think the network/router was blocking me, not sure). This does work very well, and is a great tool. I'm quite curious about how it works.. so the Panda Editor works as a type of web-server, and Panda Remote is just basically a browser/canvas, right? There's nothing native app-y in here? @Ninjadoodle I did try the two games on Android from the Play store(I don't have an iOS myself). They both ran fairly smoothly. But the games are tiny (I assume they wouldn't be more than 5mb on web including audio/gfx. Yet the app's are 50+mb each? I guess this is just fluff that comes with the PhoneGap compiling process? Oh, I wasn't trying to saying GMS was better (or worse), just that it was a (somewhat)comparable product in the market, which cost less. You could say I'm curious about the HTML5 game market right now, and what the community is like. I will say I used GM-HTML5 back.. 6 years ago? This was before even GM-S1, and it was already pretty stable, (and regularly updated) so although I don't know about GM-S2 now, I'm not sure if I agree with you on this one. I know a lot of professionals who use GM-HTML5, and they would be screaming if it got more unstable! I'd say some things I'd possibly consider negatives on GM is that it's basically closed-source, is possibly a bit too legacy focused, and it's GML scripting language lacked a few of the nicer(and also modern) features that languages like Javascript have. Maybe GM:S2 has addressed some of these issues, I don't really know.
  6. Wolfsbane

    Panda2 Editor: Editing/Adding Assets

    @Ninjadoodle, Thanks, that's interesting to know. I need to try the Panda Remote now. I've used PhoneGap before with my own engine, but the issue is that get JS/canvas looking/working good on a phone, it seems there should be a lot of tweaking/configuration of settings, which I don't really have a lot of time for. Some this is something I'm hoping works well in Panda. @enpu, just from the example I'm looking at: .atlas files are stored in the asset folder, (which is fine) but I think I should be able to view them in the editor? I don't normally work down to the level of the atlas files, but I assume I will need to check this file to see what sprites I have available in the sheet. (For example, I had to go to file explorer again, etc, then open in some other text editor). So that's a process that could be tidied a little.
  7. Wolfsbane

    Panda2 Editor: Editing/Adding Assets

    That's fast work, thanks! Doesn't that just mean the engine was more accessible for novice developers? If you're not getting that now, I'd have thought that simply meant removing the free templates raised the barrier of entry. (or were these simply rip-off artists?) How do you see the templates going in the future, is this something Right, that's fair enough. I don't know what happened to me, but I think Patreon is a great idea, but if someone tries to subscription model on my software then suddenly I am not a happy-chappy. As I said.. no problems with you getting paid, so I'll keep checking it out, and see where I go from here. Hey @Ninjadoodle, @enpuwe might be getting off-topic here, but would you like to share a quick outline of your workflow with Panda? So playing around, it looks like I'd need something like TexturePacker for my sprite sheets. And you just use Tiled for levels?, or do you just build an editor for each new game? Yes, I was starting to get the impression that the support is not bad.
  8. Wolfsbane

    Panda2 Editor: Editing/Adding Assets

    Yes, I'd like that! If I was to suggest, I'd think about maybe making all those templates free, to be honest. I used GameMaker a long time ago to make games, and they included about 5 or so examples with the install. The community would grow a lot simply with a lot of users asking the most simple questions on how to change the examples to do X. And of course, with the community growing, all the members made their own examples, tutorials, books, etc, so I think you'll find that the really fundamental templates will become a bit redundant once the community for Panda2 grows a bit. But in saying that... this was a long time ago! Now when I check Gamemaker (and unity, construct seem similar) it looks like there are asset stores, where everyone can buy/license, etc. So you might not be wrong on this one. I'm also curious for the justification for the large price tag? $200 is a lot of money. Not saying the tool is not good(it seems fantastic so far), but just curious if it's priced to how you see the market, or priced based on the work/passion you've put into it? If it's priced based on the work you've done, and your current costs, fair enough. I 100% support you getting paid. But, as a market comparison, GM-S for HTML5 is $150 for a permanent license. (I ignore Construct, as I prefer one-time purchase tools as a rule). That's cheaper for a tool that's already quite mature, with a big support community and company backing it. I'm currently scoping Panda out for personal use, but if I was scoping this for any kind of team project, it's really tough to pick Panda in this regard. (If you're curious why an old-time GM user is looking at the more expensive Panda over GM-HTML5, then there's a few reasons: 1: I love light-weight, simple editors, and I've been stuck with editors that get more and more complicated everyday. 2: it suits me more to work with an industry language like Javascript, rather than GML, and 3: I've built my own simple HTML5 game engine(currently not nearly as well engineered compared to Panda), and some of the issues with workflow, etc, made actual development of games more difficult than it should have been. I appreciate how the Panda2+Editor is designed.. it's not a full-blown Game-Dev suite but it's lightweight with a good design. But I'm not at the point where that's $200 worth of reasons..
  9. Wolfsbane

    Panda2 Editor: Editing/Adding Assets

    Got it, thanks! Once I'd opened a project I just kept it open... so I missed it. Also, I saw my version number (I'm 1.5.0, which you know already, but I'll leave here as a reference.) While I've got you here.. is it o.k. if I go a little offtopic? It seems there are no good examples to try out with the free version? I've had a good dig around on the website. The tutorials page has a getting started (for displaying a sprite), and then a short video tutorial.(which is good) The examples page is really nice, I love this style of dynamic documentation, but it's code snippet examples only, rather than sample/tutorial game. The Templates page is much closer to what I'm wanting to see. But I have to have the license to download? Is there not a couple of sample projects I can take a look at (as a new user) to get a better idea of the workflow with this tool, how the debug features feel in a real level, etc, etc?
  10. Wolfsbane

    Panda2 Editor: Editing/Adding Assets

    Thank @enpu, thanks for your welcome. Happy to be here. Where do I find settings? I intuitively expect to see it either under Window, Editor, or maybe File on the menu bar. A nice feature! Sounds great.How are updates rolled out for PandaEditor, I would re-download with every release, or does it update itself?
  11. Wolfsbane

    Panda2 Editor: Editing/Adding Assets

    Hi team, I'm quite interested in the PandaEditor. However, I'm having some trouble using it. I'm using the latest version (Downloaded yesterday). Here's the assets tab: Now: How do I add more assets? I've tricked clicking, right clicking, ctrl+click, etc. So it seems that the asset view is just that.. a view? Or am I missing something? I want to either 1: Be able to select assets for editing. (opens with Editor of my choice). 2. I would be happy with at least being able to open the file explorer directly to the assets folder from PandaEditor. I had to open file explorer myself, and navigate out to the folder. Cheers!