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About enpu

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  • Birthday 04/21/1985

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  1. Somethings wrong in the latest dev

    @Ninjadoodle Can you try again now
  2. Somethings wrong in the latest dev

    @Ninjadoodle Just tried using atlas in hires (canvas renderer) and can't see any problems. Could you send your atlas file?
  3. Panda Remote on Android TV

    Panda Remote is now available on Android TV. Start developing games for Android TV and see all changes updating live on your device.
  4. Somethings wrong in the latest dev

    Ok will take a look
  5. Somethings wrong in the latest dev

    So works ok without hires?
  6. Somethings wrong in the latest dev

    @Ninjadoodle Without WebGL works ok?
  7. Panda 2 Release notes

    Panda 2 v1.4.0 released Added export option for Android TV Panda 2 now supports Android TV! Export and install games to Android TV with just few clicks. Added "Show config button" to settings Turn this on to show config button in the header bar. Use config button to show game.config module quickly with just one click. Added "Show update button" to settings Turn this on to show update button in the header bar. With update button you can update the game engine of your project to latest master version. Added "Update to dev version" to settings Use this setting to update to latest dev version instead of master version. Use this with caution, dev version may not be fully tested. Added "Reload game on config save" to settings Turn this on to reload game automatically when you save changes made on game.config module. Added "Reload game on media file change" to settings Turn this on to reload game automatically when you make any changes to files in the media folder. Added support for custom build plugins You can now define custom Cordova plugins to be included in the Android/iOS build in your game.config module. Example: build: { plugins: [ { name: 'cordova-plugin-app-version', spec: '~0.1.9' }, { name: 'cordova-plugin-insomnia', spec: '4.0.1' } ] } Added support for custom config.xml lines You can now define custom lines to the default config.xml file: build: { custom: [ '<allow-navigation href="*" />' ] } See Cordova docs for more info about config.xml Added ES6 support You can now use ES6 in your game code. When minifying or exporting for Web, the JavaScript code is minified into one file and compiled into ES5-compatible code. Added update project to window file menu Added export project to window file menu Added Shift-click on scene to set scene on game Added cordova.js to index.html when using PhoneGap Build Added default Android TV banner Updated engine to 2.4.1 Fixed private app limit error to show PhoneGap links Fixed .pgbomit file to be included in default res folder Fixed "Set to game size" to also reduce window height if needed Fixed remote device reconnecting Fixed close buttons to use close icon Fixed remove project button to use close icon Fixed remote device registering when project already closed Fixed popup windows to have scrollbar if too big Fixed build error message to show correctly Fixed screenshots on retina monitors Fixed debug sprites status not correctly sent to game Fixed export settings to be saved even when PhoneGap username/password not set Fixed default config.xml to use PhoneGap 7.1.0 Fixed "Missing Compliance" warning on iOS build
  8. Question about vector gfx

    For me, this svg is scaling as expected: sprite.scale.set(2 * game.scale); sample.svg
  9. Question about vector gfx

    Here is svg tag from your file: <svg width="100%" height="100%" viewBox="0 0 56 56" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" xml:space="preserve" xmlns:serif="http://www.serif.com/" style="fill-rule:evenodd;clip-rule:evenodd;stroke-linejoin:round;stroke-miterlimit:1.41421;"> And here is from my sample svg that is working correctly: <svg version="1.1" id="Layer_1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" x="0px" y="0px" width="472px" height="392px" viewBox="0 0 472 392" enable-background="new 0 0 472 392" xml:space="preserve"> (You can open svg in any text editor) As you can see in your svg the width and height are defined in percents, while in the other they are pixels. I suspect that is the problem. Try if there is any export settings that you can change when creating the svg file. The working one was generated with Adobe Illustrator 17.1.0, SVG Export Plug-In . SVG Version: 6.00 Build 0
  10. Question about vector gfx

    @Ninjadoodle There might be something wrong in the svg file. I noticed also that some are rendered correctly and some only small part of it. Can you send me your svg? How did you export it? I suspect the svg needs to be in a certain format to work correctly..
  11. Question about vector gfx

    Just pushed fix to Loader to not try to load hires versions of svg (which doesn't make sense). Though you do need to scale the svg sprite yourself with game.scale var sprite = new game.Sprite('sample.svg'); sprite.scale.set(2 * game.scale); sprite.addTo(this.stage); I don't see any reason why it would not work with retina. What retina setting just does, is doubles the canvas size and then scales it back down with CSS.
  12. Question about vector gfx

    @Ninjadoodle I just added support for SVG files, you can use it just like you use any image files. game.module( 'game.main' ) .body(function() { game.addAsset('sample.svg'); game.createScene('Main', { backgroundColor: '#fff', init: function() { var sprite = new game.Sprite('sample.svg'); sprite.x = game.width / 2; sprite.y = game.height / 2; sprite.anchorCenter(); sprite.scale.set(2); sprite.addTo(this.stage); } }); }); Did not find much info about performance. Need to do some testing at some point, but i would assume it's slower than drawing images.
  13. p2.js plugin

    p2.js plugin v1.2.0 released! The plugin now supports latest version of PhysicsEditor 1.6.4 See documentation and Panda 2 PhysicsEditor tutorial
  14. Tween a sprite tint?

    @Ninjadoodle Try to put the tinted sprite in top of the original and then tween the alpha of the tinted sprite.
  15. Swap two diamonds to match three or more. Popular match 3 style game with 3D diamonds. The game itself is a pretty basic match 3 game, the purpose of this project was to demonstrate how easy it is to combine 2D and 3D graphics in HTML5 game with Panda 2. Available on Web, Apple App Store and Google Play. Development Created using Panda 2 game development platform. I used Pixi and Three.js plugins together to combine 2D and 3D rendering in same WebGL canvas. Exported to app stores straight from Panda 2 using Adobe PhoneGap cloud building. Graphics All graphics created with Adobe Photoshop CC 2017. 3D Models Modelled with free Blender 2.79. All models exported as OBJ files that can be loaded with Three.js plugin. Music / SFX Composed and produced with Logic Pro X. Used KORG M1 plugin for some nice (?) 90's sounds.