Ninjadoodle

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  1. Like
    Ninjadoodle got a reaction from webdva in I lack the ability to create game art.   
    @EpicKingdom_ - Here is exactly what you've asked for http://www.2dgameartguru.com/
    If you have a look at a lot of the coffee break games, they are all very simple but well presented.
    In my opinion, make your own art as it will give it your own character and make it original.
    My tip is, pick a VERY simple style which is visually slick
  2. Like
    Ninjadoodle got a reaction from blackhawx in Best way to learn Phaser 3?   
    Hi @EpicKingdom_
    For me the best way to learn is by picking a project (make it a really basic one for your first game), and learn what you need as you go.
    I'm sure others will have different ways of doing stuff, but for me, this has always worked.
    Need a menu button? Learn how to display a button and click on it.
    Need to change scenes? Find info on the forum about changing scenes.
    This is what I did when learning the Panda 2 engine and it has worked really well.
    If you get stuck, post a question on the forum
  3. Thanks
    Ninjadoodle reacted to enpu in Some issues with WebGL   
    Noted and added to roadmap, thanks!
  4. Like
    Ninjadoodle got a reaction from Wolfsbane in Steam Question   
    Hi @enpu / Panda People
    I've been thinking about a project I would eventually like to start, that would only be available on Steam / X-Box One and possibly other consoles that allow 'wrapped' HTML5.
    I've noticed that the achievements and collectible cards etc are a big thing with Steam games.
    Is Panda a viable option for a project like this? Would I need some sort of plugin to unlock Steam achievents etc.
    Would the X-Box performance using Panda be decent? (I don't have one to test on yet).
    Any thoughts would be awesome!
    Thank you!
     
     
     
  5. Like
    Ninjadoodle reacted to Wolfsbane in (Solved)Any tips or idea to Locking the Player on float platform?   
    [snip player collision] collide2: function(other) { if (other.collisionGroup === 2) { this.body.velocity.x = 200; } }, I'd probably change this to just set a flag. e.g.
    this.onPlatform = true. this.myPlatform = other; //let's store a reference to the other.  
    Then in update() you can try some tricks to move the player.
    //normal move left/right code, update x coordinates, etc. if ( this.onPlatform ) { if ( other !== undefined ) { this.body.x += other.body.xVelocity; } }  
    You could also do the update in the platform itself. Like:
    update: function() { if ( playerObj.onPlatfrom) { playerObj.x += ( this.float_platformer.position.x - this.body.position.x); } this.float_platformer.position.x = this.body.position.x; this.float_platformer.position.y = this.body.position.y; }  
    Something like this? 
  6. Like
    Ninjadoodle reacted to khleug35 in (Solved)Any tips or idea to Locking the Player on float platform?   
    Oh, Many Thank you for your help @Wolfsbane
    Finally I work on it !!!!!!!! Really Really Thanks !!!!!!!!  
    firstly I added this code on player class
    collide: function(body, dir) { if (body.collisionGroup === 2) { this.onPlatform = true; // default is false this.myPlatform = body; }else{ this.onPlatform = false; } and add this code on float platform update function
    update: function() { if (game.scene.player.onPlatform) { game.scene.player.body.position.x -= ( this.float_platformer.position.x - this.body.position.x); } this.float_platformer.position.x = this.body.position.x; this.float_platformer.position.y = this.body.position.y; } It work!!!! 
    Thanks again, for the help on this ,        
    have a nice day
  7. Like
    Ninjadoodle reacted to Wolfsbane in Any ideas on how to create a U shape / horseshoe polygon?   
    Fantastic!
    Useful topic. 
  8. Like
    Ninjadoodle reacted to enpu in Any ideas on how to create a U shape / horseshoe polygon?   
    I have now added support for bezier curves on Polygon.
    drawPolygon API now looks like this:
    game.createScene('Main', { init: function() { var grap = new game.Graphics(); grap.drawPolygon([ [0, 50, 70, 50, 70, 0], // Bezier curve 50, 0, // Point [50, 30, 20, 30, 20, 0], // Bezier curve 0, 0 // Point ]); grap.scale.set(5); grap.position.set(100); grap.addTo(this.stage); } }); This will output shape:

    Just modify the values to get what you need.
    To understand the values in bezier curve, take a look at this: https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/bezierCurveTo
  9. Like
    Ninjadoodle got a reaction from Wolfsbane in Any ideas on how to create a U shape / horseshoe polygon?   
    Hi Panda People / @enpu
    I'm trying to create a polygon / arc , in the shape of a U or horseshoe.
    Any ideas on how this could be achieved?
    I've tried making an arc and using a mask, but it's not really working as I want, because I need the outlines to display properly as well.
    Thank you in advance!
  10. Like
    Ninjadoodle reacted to enpu in Steam Question   
    Steam plugin is totally possible and already added to the roadmap  
  11. Like
    Ninjadoodle got a reaction from Wolfsbane in Steam Question   
    Hi @enpu / Panda People
    I've been thinking about a project I would eventually like to start, that would only be available on Steam / X-Box One and possibly other consoles that allow 'wrapped' HTML5.
    I've noticed that the achievements and collectible cards etc are a big thing with Steam games.
    Is Panda a viable option for a project like this? Would I need some sort of plugin to unlock Steam achievents etc.
    Would the X-Box performance using Panda be decent? (I don't have one to test on yet).
    Any thoughts would be awesome!
    Thank you!
     
     
     
  12. Like
    Ninjadoodle reacted to Wolfsbane in Center Polygon   
    Oh, right, my bad. that's because you're drawing the picture from 0,0, to width, negative(-)height.
    Either draw the triangle with it with 0,0, width, height being the top left of the 'picture'. E.g.
    this.spriteFill.drawPolygon([0, height, width, height, width/2, 0],true);  
    Alternatively, change the anchor to be center of the picture. Which would be:
    this.spriteFill.anchor.set(width/2,-height/2);  
    (But it's more typical to draw the picture in a 0,0, width, height box, then center/position it from there.)
  13. Like
    Ninjadoodle reacted to Wolfsbane in Center Polygon   
    Ah ha! I didn't even think of that. 
    @Ninjadoodle , you can just put this in the code you posted like this:
    this.spriteFill.anchor.set(width/2,height/2);  
  14. Like
    Ninjadoodle reacted to Wolfsbane in Panda2 on gamefromscratch !   
    Steam has a Web API. Also, the broader issue of lack of accessibility shouldn't actually be a problem for Javascript engines. Everyone has a Javascript something. Unity has the option to use JS, Godot, I think, you can use JS, etc, so I'd actually say using Js sacrifices all those good things like Pstrejczek's pointed out, but it should actually give your game a lot of flexibility to do just about anything.
    Ditto. I'm not really a web/JS dev, so this is a whole new world for me, too, and I've got far too many things to learn about. I've still got half-a-mind that JS is an awful language that should die somewhere quietly (but then people prove me wrong with how productive they are with it!)
    Yeah, no, you're right. That would be a bit of a real turn-off. I have an idea Electron apps use a lot more memory/battery life, too,so although I haven't experienced it (yet!) those small things add up.
    Even me, I'm building my Panda app with Crosswalk, and it's a 60mb size, and I'm not very happy at all about that, but it's the price of dev convenience.. time will tell if the users are happy to pay for it. But 60mb for a simple Card game is gonna be a hard sell.
    I've heard about web assembly here and there, and only have a vague idea about what it is. 😳 I always thought of it as 'how those 3d engines get good performance' without really digging into it.
     
  15. Like
    Ninjadoodle reacted to pstrejczek in Panda2 on gamefromscratch !   
    @Wolfsbane  That's why I wrote that the performance may be a problem but also may not. The games which were published on steam with the greenworks plugin for Steamworks look quite complicated and I guess they perform well. What concerns me the most is the size of the electron project. I'm not sure if this is customizable now, but some time ago a simple electron app was about 100Mb and that is insane - just imagine a 100Mb Pong game. Panda 2 editor is about 200Mb at the moment.
    Elliot's Quest - quite popular game which was originally made with HTML5 was rewritten for Steam and consoles - I don't know the reason but I guess there could be issues we are not aware of at the moment,
    Anyway, I think web assembly will be the future solution for web in cross-platform engines. Engines like Unity, Unreal or Godot will export to web assembly and will probably perform faster than something that was written in javascript. This way you can cover almost everything from one project/codebase. One can not predict the future, but if web assembly will have good and uniform support in the major browsers I think that is the way things will go.
     
  16. Like
    Ninjadoodle reacted to enpu in Push Classes to an array?   
    var robots = ['Robot1', 'Robot2', 'Robot3']; var robot = new game[robots.random()];  
  17. Like
    Ninjadoodle reacted to enpu in Virtual Joystick plugin   
    Control movement in mobile games with virtual joystick.
    Preview: https://www.panda2.io/plugins/joystick
    Documentation: https://www.panda2.io/plugins/joystick/docs
    Download: https://www.panda2.io/plugins#joystick
  18. Like
    Ninjadoodle got a reaction from pstrejczek in Steam Question   
    Hi @enpu
    I just wanted to bump this topic in case you've missed it, since I would love to hear what your thoughts are :)
  19. Like
    Ninjadoodle reacted to pstrejczek in Panda2 on gamefromscratch !   
    @Ninjadoodle Wrapping HTML5 app into UWP app is actually not that hard. I have even tried it myself on a simple HTML5 document. It is very well documented by Microsoft. I haven't tested it with bigger projects so there may be some quirks, but the support is quite good so I don't think it would be very hard to solve any potential problems.
  20. Like
    Ninjadoodle reacted to enpu in UWP Hosted Apps / Edge Stuttering   
    I'm sure there is a fix for this. As @8bitdna said, it sounds like an Edge bug. Will take a look asap.
  21. Like
    Ninjadoodle reacted to pstrejczek in Panda2 on gamefromscratch !   
    @Ninjadoodle I have tried Gideros and I agree it is very nice. What I dislike is that it requires GLES3 to work. If you have an older graphics card which supports only GLES2 the current Gideros version does not work. You can use the editor but the runner crashes. This is actually the only reason I'm not using Gideros. The editor is also a little rough.
    What I like about Love2D is that it is basically only a framework and I can use the Visual Studio Code with an awesome Love2D plugin to code. It is also quite easy to deploy executables. There is also quite a few games (like Move or Die https://store.steampowered.com/app/323850/Move_or_Die/) created with Love2D which already are on Steam. As it is one of the oldest free frameworks there is a ton of libraries and tutorials for various things.
     
    With both Godot and Love2D you can create reasonably small executable versions. 
    I think you could quite easily pack Panda2 game as electron app and include streamworks plugin with https://github.com/greenheartgames/greenworks but there are several disadvantages:
    - I'm a little concerned about the game performance - this could be an issue (but maybe not)
    - It would be hard to debug when something will work wrong only in the desktop version 
    - the size of the executable project  (when you add electron) is quite big even for very simple things. I have read somewhere that in the future electron will be customizable when you create a build, but I'm not sure if it is done yet.  
  22. Like
    Ninjadoodle got a reaction from pstrejczek in Panda2 on gamefromscratch !   
    @pstrejczek - Nice! Just left a comment as well
  23. Like
    Ninjadoodle reacted to pstrejczek in Panda2 on gamefromscratch !   
  24. Like
    Ninjadoodle reacted to WombatTurkey in Panda2 on gamefromscratch !   
    Just came here because I saw this. Was extremely giddy, but then realized i'm with Godot now :(. Gosh I will def recommend it though. The API/docs are very clean and extensive
  25. Like
    Ninjadoodle reacted to enpu in Container and children interactivity   
    Loop through the childrens and set interactive variable.
    for (var i = 0; i < container.children.length; i++) { var child = container.children[i]; child.interactive = true; }