stauzs

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About stauzs

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    http://build.games
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    stauzs

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  1. You should definitely try out Code editor. Code Mentor is one of my favorite features
  2. SVG and audio [SOLVED]

    Hi, I've copied your example locally, named it html and got the same error. Then I renamed it to svg and that seems to be working. If you are using web server and generate svgs most likely you will need to add header: content-type: image/svg+xml
  3. Hi, unfortunately there is no option from UI to change all selected sprites. If you feel like hacking - you can select sprites and run from browsers console: map.selector.forEach(s => {s.anchorX = 0.5; s.anchorY = 0.5})
  4. Mighty editor local development

    I just tested on windows 8 everything worked fine.. I don't know how to help you. Probably you can try to update nodejs / npm might help those steps in the previous message are correct - I didn't do anything extra.
  5. Mighty editor local development

    which OS are you using?
  6. Mighty editor local development

    can you follow these steps and post output of first failed command: you can skip 1st if you already cloned mightyeditor 1) git clone git@github.com:TheMightyFingers/mightyeditor.git 2) cd mightyeditor 3) cd server 4) npm install 5) cd .. 6) ./startprod 7) open in the browser: 127.0.0.1:8080
  7. Mighty editor local development

    kingangelo26 can you post output for: ./startprod
  8. Sprite get blur in iPad

    Make sure that canvas size fits screen size.
  9. Mighty editor local development

    start "git bash" and type: cd it will bring you to the user's home folder
  10. How to check all member of group location

    Hey - you need to check "Y" instead of "Z" and then you can remove all of them: just loop though children as you do and check: var toRemove = []; animals.forEach(function(animal) { var z=0; if (animal.y > 820){ console.log(y); toRemove(animal) } }); toRemove.forEach(function(animalToRemove){ animalToRemove.destroy() });
  11. Mighty editor local development

    You can skip that command - as by default git bash starts in "home" folder
  12. phaser - mighty - ajax-php-mysql

    Hi, there are 2 options: 1) set header to allow mightyeditor.mightyfingers.com access www.anotherurlnotinmighty.es add the header("Access-Control-Allow-Origin: http://mightyeditor.mightyfingers.com") to your script: <?php header("Access-Control-Allow-Origin: http://mightyeditor.mightyfingers.com"); session_start(); print "test"; more info: https://developer.mozilla.org/en-US/docs/Web/HTTP/Access_control_CORS 2) use jsonp - requires a little more scripting: http://www.sitepoint.com/jsonp-examples/
  13. can't access editor

    MightyEditor uses Websocket - if it can't connect to the server it shows maintenance message. Most likely you (or your ISP) are using some kind of proxy which doesn't handle websockets.
  14. Webfonts do not get loaded

    Hi, MightyEditor has a feature to automatically load and convert font files and add CSS rules - however, this feature seems to be broken with a global phaser/PIXI update a few months ago. Right now, I have fixed it for the online MightyEditor version. On the github I have only updated critical bug in the mt.helper.js - to fix error you have mentioned: Phaser.Loader: No URL given for file type: font key I will add the rest fixes in the next few days. Basically you need to upload your font: UniversLTW01-67BoldCn (drop on the map or use the upload button in the assets panel) and ME will make additional formats and will add corresponding css rules - so browser can load and use font. You can type in any font directly from google font e.g. ( Indie Flower ) - and ME will download it automatically ( just make sure font's license allows you to use it in your game ) Sometimes ME may fail to load or convert font ( it uses fontforge to convert fonts on the server ). When it does so - generated CSS rules will be correct anyway. To fix broken font replace the broken (missing) font files with the real ones in the final game version. Font files are automatically placed in the /Fonts/{Font Name}/{Font_file_name}.[ttf, woff, eot]
  15. Game editor on Phaser

    I cannot reproduce. Are you using online version? Or local? Actually web app - calls basic phaser.io first and then parses index.html and minifies source files (js, css). There is a known bug that directly after cloning project export and Open Game is not working and MightyEditor needs to be reloaded. Is Open Game working?