Wolfsbane

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  1. Like
    Wolfsbane reacted to Nagval333 in Some guy stole my game :)   
    Ok, It's was fast. The app support wrote to that "guy" about my complaint and give him possibility to confirm his rights for an app or remove it (at the same time they encourage the both parties dispute directly with one another to resolve the claim). Anyway, the "guy" wrote me that "he's sorry" and removed the app ūüėé
    P.S  In the end I decided to complaint to Chrome Web Store too, and 10 days after they replied me that a game will be removed.
  2. Like
    Wolfsbane got a reaction from RottingPixels in CHECK OUT OUR FREE GAME ASSETS PACKS! ROTTINGPIXELS.ITCH.IO   
    Great. Also, so if I used one of your packs, but I needed few custom sprites are you open for taking on small jobs, or are you just focusing on creating the open, free packs?
    (Also, perhaps set up a tip-jar, or something. If I do use one of your packs, happy to donate. But I don't/won't use Patreon after they burned a few creators.)
  3. Like
    Wolfsbane reacted to Stephan in [Solved]Collision detection problem for P2 plugin   
    hi,
     
    Have you set up the code in Mainscene correctly? It should look something like this:
     
    add world this.world = new game.Physics({ gravity: [0, 1], }); //add eventhandler collision this.world.on("beginContact",function(event){ if(typeof event.bodyA.collide !== 'undefined'){ event.bodyA.collide(event.bodyB); } if(typeof event.bodyB.collide !== 'undefined'){ event.bodyB.collide(event.bodyA); } });  
  4. Like
    Wolfsbane reacted to khleug35 in [Solved]Collision detection problem for P2 plugin   
    How to detect collision between two objects in P2 Plugin??
    I try to use the following code, but not work 
    When collisionGroup 0 collide  collisionGroup 1, It will trigger events (eg: hurt, tint, heart HP etc......)
    this.body.collisionGroup = 0; this.body.collideAgainst = [1]; this.body.collide = this.collide.bind(this);  
    collide: function(body){ if (body.collisionGroup === 1) { console.log("You touch something"); } },  
    Anyidea check collision between two objects or check overlap in P2 Physics???
    Thank you very much
     
    My full code of player class:
    game.createClass('Player', { init: function(x, y) { this.classname = 'playerclass'; this.sprite = new game.Sprite('panda.png'); this.sprite.position.set(x, y); this.sprite.anchorCenter(); this.sprite.addTo(game.scene.stage); this.body = new game.Body({ mass: 1, fixedRotation: false, position: [ this.sprite.position.x / game.scene.world.ratio, this.sprite.position.y / game.scene.world.ratio ], }); var shape = new p2.Circle({ radius: this.sprite.width / 2 / game.scene.world.ratio }); /* For Box var shape = new p2.Box({ width: this.sprite.width/ game.scene.world.ratio, height: this.sprite.height/ game.scene.world.ratio }); */ this.body.addShape(shape); this.body.collisionGroup = 0; this.body.collideAgainst = [1]; this.body.addTo(game.scene.world); this.body.collide = this.collide.bind(this); }, collide: function(body){ if (body.collisionGroup === 1) { console.log("You touch something"); } }, update: function(){ this.sprite.position.x = this.body.position[0] * game.scene.world.ratio; this.sprite.position.y = this.body.position[1] * game.scene.world.ratio; this.sprite.rotation = this.body.angle; if (game.keyboard.down('W')) { this.body.velocity[1] = -2; } else if (game.keyboard.down('S')) { this.body.velocity[1] = 2; }else{ } if (game.keyboard.down('A')) { this.body.velocity[0] = -1; } else if (game.keyboard.down('D')) { this.body.velocity[0] = 1; } else { this.body.velocity[0] = 0; } } });  
  5. Like
    Wolfsbane reacted to RottingPixels in CHECK OUT OUR FREE GAME ASSETS PACKS! ROTTINGPIXELS.ITCH.IO   
    Our Temple Platformer Tileset has just been released! 100% FREE! Get your hands on it @https://rottingpixels.itch.io/temple-platformer
  6. Like
    Wolfsbane reacted to RottingPixels in CHECK OUT OUR FREE GAME ASSETS PACKS! ROTTINGPIXELS.ITCH.IO   
    Our Cave Platformer Tileset has just been released! 100% FREE! Get your hands on it @https://rottingpixels.itch.io/cave-platformer-tileset-16x16free
     
  7. Like
    Wolfsbane reacted to RottingPixels in CHECK OUT OUR FREE GAME ASSETS PACKS! ROTTINGPIXELS.ITCH.IO   
    Greetings everyone! Check out our FREE asset packs at: rottingpixels.itch.io
    You can also follow us on social media and support us over Patreon!
    patreon.com/RottingPixels
    twitter.com/PixelsRotting
    rotting-pixels.tumblr.com
    facebook.com/Rotting-Pixels
    Cheers!
  8. Like
    Wolfsbane reacted to enpu in bugfix for Panda2 p2 plugin   
    Yeah i'm still here!  Just been a bit busy lately, but i am working on Panda 2!
  9. Like
    Wolfsbane got a reaction from khleug35 in bugfix for Panda2 p2 plugin   
    Haha.¬†ūüėā
    Enpu's still around, and fixes things when problems are found, or add's new stuff.
    I think the communities just been a bit quiet. I've been pretty swamped to work work on any of my own stuff.
  10. Like
    Wolfsbane reacted to Stephan in bugfix for Panda2 p2 plugin   
    Hi @enpu,
     
    I just encountered en fixed a small bug in the p2 pulgin. Since it is not open source, I cannot create a pull request so I decided to post it here instead:
     
    p2.js line 13876:
    context.rect( -shape.width / 2 * body.world.ratio, -shape.height / 2 * body.world.ratio, shape.width * body.world.ratio * game.scale, shape.height * body.world.ratio * game.scale );  
    should be:
    context.rect( -shape.width / 2 * body.world.ratio * game.scale, -shape.height / 2 * body.world.ratio * game.scale, shape.width * body.world.ratio * game.scale, shape.height * body.world.ratio * game.scale );  
    Hope this is helpful.
    Stephan
  11. Like
    Wolfsbane got a reaction from khleug35 in Space Shooter J Hit   
    Hey, congrats on finishing another game. I've given it a go on PC for the moment, and got so far as stage 6. It plays really well! And looks pretty good. But no sound?
    Will play on the Android version a bit later, and let you know how that plays. ¬†ūüĎć
     
     
  12. Thanks
    Wolfsbane reacted to khleug35 in Space Shooter J Hit   
    Hello Everyone.
    My new HTML5 shoot em up game made using Panda2
    This game can play on mobile or desktop, but this game is no sound yet.
    Special thanks to @enpu, @Stephan and  @Wolfsbaneteaching me coding skill, really thanks
    This game can play on mobile or desktop
    Try the game in here , hope you enjoy:
    https://superfranco.itch.io/space-shooterjh
     
    Android Version:

    Google Store Link
    ScreenShot:
        
    How to Play?
    For desktop control
    W key - Up
    A key - Left
    D key - Right
    S key - Down
    P Key - Pause the Game
    Space - use subweapon
    For Mobile control
    You can control the ship movement with JoyStick
    Click or press the icon to use subweapon and Pause the game.
     
    You can destroy the enemy and get money to buy a new ship and upgrade them.
    Mega Bomb  - Mega Bombs damage and clears all forms of the enemy from the screen. When upgraded to level 3 or above,it can also clear enemy gunfire or bullet. 
    Laser - Laser allows you to deal massive damage onto your enemies.
    Energy Shield - Energy Shield can protect player, When upgraded, it improves the duration of the shield.
    Mobile version.
    Android 
    This is a classic vertically scrolling space shoot 'em up game.
    It has 9 levels with Easy and Hard unlocking regimen. The Hard mode can make double the amount of stars as your reward. 
    You can go to store to upgrade your ship and buy a new ship.
    How to play
    -Control the ship movement with JoyStick
    -Click the icon to use subweapon and Pause the game.
    Item-
    Coin - Dropped from enemies , you can take this to upgrade your ship and buy a new ship.
    Health - Heals 20% of your ship.
    Subweapon item - increase one Subweapon amount of use.
    SupWeapon
    Mega Bomb  - Mega Bombs damage and clears all forms of enemy from the screen. When upgraded to level 3 or above,it can also clears enemy gunfire or bullet. 
    Laser - Laser allows you to deal massive damage onto your enemies.
    Energy Shield - Energy Shield can protect player, When upgraded, it improves the duration of the shield.
    Ship upgrades are
    Attack -power of bullets from main cannon.
    Speed - speed of ship.
    Health - endurance of the ship.
    SupWeapon - increase your SupWeapon power or improves the duration of the shield.
    If you clear all the stage with Hard mode. You are successful to complete the game.
    Made With: https://www.panda2.io/
  13. Like
    Wolfsbane reacted to Stephan in RESOLVED: graphics hires problem   
    I just had another look at the problem and I think it is a small bug in the engine. I just posted a pull request for the develop branch to fix the problem.
  14. Thanks
    Wolfsbane got a reaction from AlienplayGames in Link It Up!   
    It's a nice little game!  Don't think I've seen design quite like this before, so kudos for getting your own twist in a platform puzzler. The visuals are really nice.
    Got through till level 14.
    If you want feedback/critique, I'd just say I'm not sure about the controls. Mouse and then keys, and then space. I've got big hands, and game a little bit but my having to use arrows + space with one hand, and then mouse is a bit awkward. Generally this type of game you might aim for a casual audience(or even think about making it work on a smart phone). The simpler the control schema, the better.
     
     
  15. Like
    Wolfsbane reacted to enpu in ThreeJS and FBX file   
    I have now added new "FBXexample" scene to the example project of Three.js plugin. It shows you how to load one FBX model and play animation on it. It does have embedded texture.

  16. Like
    Wolfsbane reacted to enpu in Definition animations with sprite names.   
    Ah i see.
    I have added now support for frame names, instead of frame indexes in the array, you can now use frame names (or even mix indexes and names in same array):
    game.module( 'game.main' ) .body(function() { game.addAsset('player.atlas'); game.createScene('Main', { init: function() { var player = new game.Animation('player.atlas'); player.addAnim('run', ['run-01.png', 'run-02.png']); player.play('run'); player.addTo(this.stage); } }); }); Just update to latest develop version.
  17. Like
    Wolfsbane reacted to enpu in Definition animations with sprite names.   
    There is actually three different ways to use addAnim function.
    1. Use frame indexes
    addAnim('run', [3, 4, 5, 6, 7]); 2. Define start frame index and number of frames
    addAnim('run', 3, 5); // Animation starts from frame index 3 and contains 5 frames 3. Use frames that start with specific name
    addAnim('run', 'anim_run'); // Uses all frames that start with name anim_run Third is handy if you name your frames properly, like
    anim_run01.png anim_run02.png anim_run03.png This way if you add more frames to your anim, they will be automatically used.
  18. Like
    Wolfsbane reacted to Stephan in (solved) bug report: TilingSprites with hired problem   
    hi @enpu,
    It looks like I found another small problem with TilingSprites when hires is enabled. 
    config file:
    game.config = { system: { width: 320, height: 320, scale: false, center: true, resize: false, hires: 2 } };  
    This is the code. (I added panda@2x.png to the media folder)
    game.module( 'game.main' ) .body(function() { game.addAsset('panda.png') game.createScene('Main', { init: function() { this.sprite = new game.TilingSprite('panda.png', game.width, game.height).addTo(this.stage); }, update: function() { this.sprite.tilePosition.x -= 100 * game.delta; } }); });  
    The background now has a gap when it is moved to the left. (This gap is sequential).

  19. Like
    Wolfsbane reacted to enpu in (solved) bug report: TilingSprites with hired problem   
    Thanks! This should be now fixed in develop version.
  20. Like
    Wolfsbane reacted to enpu in (Solved)How to check if the timer is paused??   
    I have added new paused property to Timer class, which is true if the timer is paused.
  21. Like
    Wolfsbane reacted to odiusfly in [OdiusFly Studio] Infinity Golf (HTML5 Game)   
    Hello everyone,
    I want to present you my new game, "Infinity Golf".
    Play the game online now: https://odiusfly.com/portfolio/infinity_golf/
    More games available on my website: https://odiusfly.com/
    This game is available for licensing.. If you are interested, please don’t hesitate to contact me via email: odiusfly [at] hotmail [dot] com
    Best regards,
    Kyriakos
  22. Like
    Wolfsbane reacted to khleug35 in (Solved)How to check if the timer is paused??   
    How to check if the timer is paused??
    the following is my example code 
    game.createScene('Main', { init: function() { this.animation = game.Timer.add(100, function() { //dosomething }, true); this.animation.pause(); },  
    I try to using "this.animation.pasued", but not work
    update: function() { if(this.animation.pasued){ //check if the timer is paused, but not work this.animation.resume(); }  
    any idea??? Thank you very much. 
     
     
  23. Like
    Wolfsbane reacted to Stephan in (Solved)How to check if the timer is paused??   
    there is no public property available but you could use the following private property 
    timer._pause  
    working example:
    var timer = game.Timer.add(1000, function() { sprite.remove(); }); if(timer._pause){ console.log("paused") } else{ console.log("Not paused") }  
  24. Like
    Wolfsbane reacted to enpu in Tipsytower3d template and Canon examples fails after updating engine   
    Hi @MyFault
    Thanks for the info! These are now both fixed.
    Cannon plugin and Tipsy Tower 3D template updated, so just download again.
  25. Like
    Wolfsbane reacted to MyFault in Tipsytower3d template and Canon examples fails after updating engine   
    So if I download the most current Tipsytower3d template and the Canon plugin, both work initially. Once I update the engine to current, version 2.12.0, and then hit reload game, neither seem to work correctly. They both still spawn boxes but gravity no longer works and the boxes just hang up top. Any idea what could be going wrong there?