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Found 7 results

  1. Hi, MightyEditor will be updated, planned update time 1h here are the latest updates for MightyEditor: Now it's possible to save the project state! There are 2 new options under Projects dropdown menu: Save - saves the current project state (uses the current datetime (iso format) as the name) Save as... - allows the user to name the state Saved states are located under MyMighty -> SavedStates tab. Home button moved from Project -> Home dropdown to the logo in the top left corner. New map option added - pixelPerfectPicking. Useful if you have sprites with high opacity. You can access map settings by clicking on the free spot on the map. 2 new project properties added: skipFrames (enabled by default) - enables frame skipping in the created movies. See: https://github.com/TheMightyFingers/mightyeditor/issues/34 Animations should now be playing at the same speed as they would in the game, however not as smooth as they will in the game, the reason for this is that ME is jumping from frame to frame instead of smooth interpolation - as the phaser tween manager in the game does it. roundPosition - atm. very experimental, forces integers (rounded numbers) for x/y coordinates. Now animations created with mt.helper should end on the correct frame (last frame included). Leaving animation (back button or esc key) - resets all to frame 0. This should fix some random inconsistencies with the saved map and the actual map. Project properties are located under MyMighty -> Properties tab. Usability improved while copying / pasting objects with Alt key: * new objects will be added to the correct parent * new group will be added at the same level as the source group New Object control button added - Duplicate - duplicates selected object(s) (Ctrl + D). Objects with atlas texture will now remember frame name and will try to find a new frame on the atlas update with a corresponding frame name. Export will also expose a new attribute: frameName. ctrl + click removed - for selecting group instead of an object (conflicting with snap to grid functionality). Shortcut key added - G - instead - to select the selected object's parent. Miscelaneus improvements to the source editor - it shouldn't crash anymore on random circumstances (too heavy intellisense?).
  2. Hi, in the next few minutes MightyEditor will be updated. * Now, MightyEditor can compile Android APK packages in both debug and release modes using Crosswalk Project (https://crosswalk-project.org/) Regarding the release build - MightyEditor will generate a keystore for every user and will use it to sign all the user's games. When compiling is finished MightyEditor will send an email containing a link to an APK and your keystore (attached). For already created projects ME will provide generic manifest.json and default icon. You can create your own manifest.json and upload launcher.png (128 x 128px). For more information regarding manifest.js check this site https://crosswalk-project.org/documentation/manifest.html and also feel free to ask here. For now, this feature has been limited to subscribers only. * The misbehaviour of delete key has been fixed * The issue with physics body scaling has been fixed * The pasted object while camera has been zoomed in/out - now gets correct coordinates * changes in the new project's template: added manifest.json added launcher.png index.html will use as icon launcher.png image and APKs will use launcher.png as the default launcher icon
  3. Hello, in the next few minutes update will be deployed on the server. It might take up to 10 minutes. With the update following changes will be applied:Project expire countdown added - older projects will start countdown from March 1st. All new projects will expire after 30 days. After project expire - it will be moved to the trash and after 7 more days it will be wiped. export minified version: ME will parse index.html and automatically minify css and js files and will put all files in the one minified file. ME will skip already minified files, e.g. phaser.min.js - check is based on filename - looking for .min.js (min.css) part, also remote files will be skipped ( link starting with http ) remove whitespaces from <head> section in the index html QR codes to exported links added for easier mobile access Another fixes: issues on windows server and source editor fixed grouping selected group issue fixed
  4. Hi, tomorrow (February 18th) following changes will be applied. there might be small downtime approx (1 - 5 minutes) * atlas: - export to *.js(on) - assets will have correct atlas specified - after atlas info update (upload new data file) - all objects will be updated and will show correct frames - while creating new object from texture atlas ME will try to guess object name based on frame information - panels will remember scrolling positions after switching tabs in the preview area * source editor: - autocomplete automatically will show up on typing (you can disable it - MyMighty -> personalize -> SourceEditor -> autocomplete) also you can alway call it manually - Ctrl + space - "smarter" autocomplete + simple documentation - source editor will start with index.html, play.js, menu.js, load.js files open * map editor: - shift + arrows - will move object by 10px instead of 1px. Notice that Ctrl + arrows - will make grid size jumps * general: - form now on all text files will have UTF-8 encoding - treeViews now uses small thumbnails for the previews - should improve performance in general thanks to everyone for reporting bugs and sharing ideas for improvements
  5. Hello, here is the list of changes that are implemented with the February 10th update: show system fonts button - allows to pick local system font - useful to prototype text very fast - remember - if you want to use font everywhere - you still need to upload font to the MightyEditor (to collect installed fonts ME uses flash plugin - so button wont work if you have flash plugin disabled)advanced font uploader - drag and drop font file (*.ttf) and MightyEditor will do all for you:convert file to most used font formatsgenerate font-facefont downloader - enter any font name from https://www.google.com/fonts in the font name box and MightyEditor will automatically download it for you and prepare downloaded font for usage in your game. Even in the offline mode! font viewer - in source editor section - which shows basic font information. e.g. font-family, copyright etcsign-up fixes - in some cases users were not be able to sign-up with local account please note - to use fonts in all previous projects add <link rel="stylesheet" type="text/css" href="fonts/fonts.css" /> to the head tag in the index.html file index.html should look something like this: <!DOCTYPE html><html><head> <meta charset="UTF-8" /> <title>YourGameTitle</title> <link rel="stylesheet" type="text/css" href="fonts/fonts.css" /> <link rel="stylesheet" type="text/css" href="css/main.css" /> <script type="text/javascript" src="js/lib/phaser.min.js"></script> <script type="text/javascript" src="js/lib/mt.helper.js"></script> <script type="text/javascript" src="js/lib/mt.data.js"></script> <script type="text/javascript" src="js/main.js"></script> <script type="text/javascript" src="js/state/boot.js"></script> <script type="text/javascript" src="js/state/load.js"></script> <script type="text/javascript" src="js/state/menu.js"></script> <script type="text/javascript" src="js/state/play.js"></script> <script type="text/javascript" src="js/state/demo.js"></script></head><body></body></html>fonts/fonts.css - is autoamtically generated file - please do not edit it directly At the moment MightyEditor suports only ttf font format as input - feel free to request different formats
  6. Hello, today's update contains following changes: all new projects will have Phaser 2.2.2exposed scaling options http://docs.phaser.io/Phaser.ScaleManager.html#toc2 to the editor's UI - will work only on new projects (requires phaser 2.2) added go to line plugin ( ctrl + l ) in source editoradded paste in place option ( ctrl + shift + v )added option to change project title ( MyMighty -> Personalize -> title ) - user must be logged inmoved Asset and Object panel sub menu items to the first level for quicker accessdrag and drop asset directly on the map
  7. Hello, During the last month we have made the following new features: * user accounts - we have received complaints about lost projects, a user could just clear the browser's cache to clean recent project list and if he forgot to bookmark or save the project link the project might be lost forever. Now you can sign in with Github / Google / Facebook - or just create a local account and access a list of all your projects. Also you should know that users are resolved by email address - so you can sign in with Github or Google into same account. * subscribe options - if you like this project and want to support it the easiest way is to get a subscription. Also for the subscribers we have added a nice feature to make a project more private and a possibility to share the project only with a few people over the net. We are also planning to give out some nice extras like free arts for our subscribers. * tween animations - support for easings added and miscellaneous glitches fixed. * all new projects will start with phaser 2.1.3 - working on to support the latest phaser version. * smaller changes: * sound upload fixed. (To add a sound file - drag N drop a sound file onto source editor's tree view and use it as in any phaser game.) * miscellaneous checks for random strange inputs what made client to crash (e.g. x coordinate set to "a") * image update works correctly again * corrected z-index for default loading bar in new projects What you can expect in the next releases: * Phaser 2.2 for all new projects; * Project revision history; * Simple vector drawing tool for drawing boxes and/or polygons - which can be used as placeholders while prototyping OR as a raw data - e.g. for physics body description; * Option to define multiple scenes. e.g. Level 1 / Main Screen etc; * Sound plugin - with automatic format conversion + automatic loading from project; * One click export: mobile web stand alone