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Found 59 results

  1. Hi everybody: We're trying to use the BJS Editor in order to have PBR materials, as the Exporter (from Blender) doesn´t let use them. Our problem is that the resulting .babylon file generated by BJS Editor seems to include the textures as embedded ("base64String" property), resulting so in a huge .babylon file. In parallel, a clever reusing of textures (as .dds) is not possible, as they are all embedded time after time, with each scene. Is there any alternative to this workflow? Thanks for your time. Best regards. Addendum (real .babylon file excerpt): . . . { "tags": "added", "directIntensity": 1, "emissiveIntensity": 1, "environmentIntensity": 1, "specularIntensity": 1, "disableBumpMap": false, "albedoTexture": { "tags": null, "url": "tubo_basecolor.png", "uOffset": 0, "vOffset": 0, "uScale": 1, "vScale": 1, "uAng": 0, "vAng": 0, "wAng": 0, "isBlocking": true, "name": "tubo_basecolor.png", "hasAlpha": false, "getAlphaFromRGB": false, "level": 1, "coordinatesIndex": 0, "coordinatesMode": 0, "wrapU": 1, "wrapV": 1, "anisotropicFilteringLevel": 4, "isCube": false, "gammaSpace": true, "invertZ": false, "lodLevelInAlpha": false, "lodGenerationOffset": 0, "lodGenerationScale": 0.8, "isRenderTarget": false, "animations": [], "base64String": "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAEAAAABAACAIAAAB9wbNAAAAACXBIWXMAAAsTAAALEwEAmpwYAAAgAElEQVR4nOzbQQ0AIRDAwCM5/5YXCTyhyYyCGuiamQ8AA . . ." }, . . .
  2. My Game Builder allows you to make games with JavaScript, Phaser, or no code at all. You can pull up your workstation from anywhere, at anytime, and work together on projects. There is real time "google docs" style collaboration. Any game you see can be viewed with full source to see exactly how every part was put together, and forked to make your own "mod" of it or to just mess around. Tutorials are included for art, programming, or whatever else you want to brush up on. http://build.games
  3. Phaser Particle Editor

    Hi folks! Let me introduce you phaser particle editor. This tool helps you to create phaser particle effects visually. It is of course open source and you are welcome to contribute! Editor also has plugin to help you create particles based on JSON data generated by Editor.
  4. Currently I am using Notepad++ to practice with Babylon.js, but there is no code hint like what Unity's MonoDevelop has. What Babylon.js' IDE should I use to get the code hints? The online visual editor (editor.babylonjs.com) works, but I need an offline visual editor, because I will go to a place with very weak internet connection. I tried the offline visual editor (github.com/BabylonJS/Editor), but it does not work like the online version. Is there other offline visual editor I can use?
  5. New Photo Editor same pixlr.

    there is one Online photo editor www.toolpic.com , which i one of the best photo editor on place which you can represent as photoshop online. The amazing part is that it is similar to pixlr and have all paid feature of pixlr in it's free version. You can create GIF also and also have some ready made effect which we can directly apply on the pics. I am author of this toolpic editor which we have launch and i am trying to get some response from the developer and designers community. What i want is if you can check this editor, and let us know if you would replace this editor instead of your current editor. Your thoughts on it will make us improve this editor.
  6. BabylonJS EditControl

    Documentation: https://ssatguru.github.io/BabylonJS-EditControl/ Demo: https://ssatguru.github.io/BabylonJS-EditControl/demo Download: https://github.com/ssatguru/BabylonJS-EditControl/releases Release 2.4.5 (09/04/2017) see https://github.com/ssatguru/BabylonJS-EditControl/releases for details with this release the edit control is now also available from the NPM repository Release 2.3.0 (06/05/2017) Changes migrated from Java to TypeScript rewrote picking process to make the control snappier added transforms in planes added scale snap changed UI - hopefully more intuitive now Release 1.0.0 (03/22/2016) Of late I had been working on a small in-world kind of 3D editor similar to what you find in open sim or second life kind of virtual worlds. As I worked on it I realized that the part used for controlling translation, rotation or scaling of objects can be re-written as a reusable component. So that' what I did I created, what I call a "BabylonJS EditControl". You can use this in your editor, if you like, to handle translation, rotation or scaling of meshes. For a simple demo see https://ssatguru.github.io/BabylonJS-EditControl/demo For source code and explanation on how to use it from your code see https://github.com/ssatguru/BabylonJS-EditControl I wrote this using Java and JSweet. ( don't think I could have done this without JSweet ) The Java, and the auto generated, Typescript and Javascript code are there at the above github. Please try and provide some feedback. Regards
  7. Editor bug with Editor camera

    When I've tried to load .babylon model to the editor, I've receive a message: "ERROR: Cannot insert node with id=EditorCamera (text: EditorCamera) because another node with the same id already exists." Then I've checked the .babylon file but haven't found any object with id "EditorCamera" office.babylon
  8. Online Body Editor

    http://danecekpilar.borec.cz/ Hi guys. during the development in Phaser i found out, that there is no simple online editor for Making Physics bodies for P2 physics in Phaser. So i came up with an simple idea. To do a simple online body editor to make json files for Phaser. I know its super simple and it could do much more things as other desktop body editors can do, but when you want just simple body in two minutes, i think its a good way. I took me less than two hour to do it, so dont judge it for bad appearance and not efficient solutions for the algorithm. Maybe ill do things like more bodies in one json file, or auto edge-tracer adn stuff like that, but fell free to comment and come up with your ideas to improve it for the future. So please, if have have anything to say to this, comment below, i would be pleased. http://danecekpilar.borec.cz
  9. Babylon.js Editor

    Hello the awesome community ! I have the pleasure to announce the existance of the Babylon.js Editor ! This Editor is now online in version 0.8 and reachable at http://editor.babylonjs.com/ The github repository can be found here: https://github.com/BabylonJS/Editor To summarize, this editor is the optionnal final stage for artists (and developers) in Babylon.js scene designs. Presentation A complete presentation of the editor with demos is available in this article: https://medium.com/babylon-js/welcome-to-the-babylon-js-editor-c08dccdcec07#.yih2f6fxw Simply drag'n'drop a Babylon.js scene and make it more awesome using the editor The complete documentation will be soon available at doc.babylonjs.com Special Thanks A special thank to @Supermitch that helped me to animate the demo scene (below) and to be the first beta tester of the editor ! Also to the community and the team ( @Deltakosh @davrous ) that make this framework AWESOME ! Demo made with the Babylon.js Editor A demo was built especially to promote the editor. It used 3ds Max (to build geometries and animate camera) , and the editor to polish the scene (animate colors, particle systems, sky, etc.). This demo will soon be available in the Babylon.js home page The video is available here: Demo using the editor A demo using the editor is available here: Conclusion All the informations about the editor are available in the previous article, from how to use to what is supported, including next updates. By hoping you'll get a nice exprience Luaacro
  10. NeutrinoParticles became much better for the last year. Because of workflow improvements and after Emitter Guide introduced, you can create a great effect in a few minutes from the scratch. The editor has full set of video tutorials for beginners and a lot of samples. And it is totally free for now. Canvas, WebGL and PIXI renderers are available (even C#/Unity one, but that is another story). https://neutrinoparticles.com/ So, what do you think? Is it good enough to be the best one?
  11. particle editor for pandajs v 1.0

    Hi guys! A little over a month, I started my studies with pandajs, and I had the idea to make a particle editor for pandajs. I hope you like the tool. Thanks enpu, for you have created pandajs! It a great tool. Congratulations! link: http://byleosantana.com/pandajs/particleeditor/ Notes:1. I made a little change in particle.js, I inserted a var 'this.color',to change particle color.2. I made a extend of Emitter, to read the settings file. 'particleSettings.json'. links: http://byleosantana.com/pandajs/archives/particle.js andhttp://byleosantana.com/pandajs/archives/particleSystem.js Now I'm working in a way of import the archive 'particleSettings.json' to edit in particleEditor. note: this will be inserted in Update for v 1.1
  12. Hi, we are happy to announce a new (preview) release of Phaser Editor! There are a lot this time: The so waited MacOS support! Visual prefabs (sprites and groups). Visual editor support for states and preloader states. Some TypeScript support. Assets refactorings (great for larger projects) New Project wizards with more options (like include demo assets or use TypeScript). Updated Phaser Editor demos with prefabs and multi-levels. Git UI integration. And lot of fixes and enhancements. Many of them requested by Phaser Editor users (that's great, so many thanks!) Read the release notes. Arian
  13. Howdy! I was so tired of searching free 2D physics body editor to Phaser.io, so I decided to create one myself. It works and it is quite accurate. Making physics bodies doesn't take that much time. The project is in early update, I was wondering if you would like to see more. I give you it in a file to download and here is my question - where should I host/share the project so everyone can see it after 1 click and can it be free (I am a poor kid)? I am always willing to answer wo997 physics.zip
  14. We recently released a tool for editing P2 Phyics body polygons called Loon Physics. Check it out here: https://loonride.com/physics Read a tutorial about P2 Physics bodies and Loon Physics here: https://loonride.com/learn/phaser/p2-physics-bodies Do you find Loon Physics useful? Do you encounter any bugs when using the tool? Any suggestions?
  15. When I start using melonsJS, I find out that integrate with Tiled make melonJS almost an editor base engine. So I want to visually place player and enemy using there tile image as entity defind. Problem is melonJS will load everything you defind, including these helper tileset. And I post my question here:http://www.html5gamedevs.com/topic/28667-feature-request-or-how-to-load-level-without-loading-all-tileset/ Now I now how to replace these helper object in Tiled's json data , before building the map. Here is the code in coffee: convertHelperTileset = (mapJson, tilesetName)-> tempArray = [] for tileset in mapJson.tilesets if tileset.name isnt tilesetName tempArray.push tileset else #now covert all objects using this tileset for layer in mapJson.layers if layer.type is "objectgroup" for obj in layer.objects if obj.gid? #object that has gid is a tile object if obj.gid>=tileset.firstgid and obj.gid<=tileset.firstgid+tileset.tilecount delete obj.gid #will recognize as a rectangle object obj.y -= obj.height #this is the pivot point diffrent between tile and rectangle mapJson.tilesets = tempArray return After map are loaded,using me.loader.getJSON(mapName) to get the map json object, and then use this function to convert all the helper tileset. That is it.
  16. Phaser Editor v1.3.0 released

    Hi! We just released a new Phaser Editor version (1.3.0) Updated to the latest Eclipse version (Neon.1): Performance improvements and much more. Eclipse Marketplace Client: to install third party plugins, like EGit. We are evaluating the typescript plugins developed by the Eclipse community. Automatic Updates: all components of the editor will be updated automatically, including the latest Phaser official version (no Phaser CE support for now) Improved JS Editor: small changes in the JS type inference engine that results in a much better content assist (yet not *perfect*) Bug fixing, performance improvements and *minor* features in the scene editor, asset pack, local HTTP server, project templates and chains. New learning content: we wrote a tutorial in the GameDevAcademy blog, about how to make a platformer game with the visual scene editor. Read more in the release notes For the next release we plan to focus on: Do a research of the available Typescript plugins and write a tutorial about how to install them. Start with the implementation of the P2 Physics tools for the visual level editor. Support Phaser v3 if it is released in the next 3 months. See you soon! Arian (Scene editor: Added two new parameters to the Animations editor) (Scene editor: recovery from missing assets) (Check for Updates) (Eclipse Marketplace)
  17. Photoshop as Game Editor

    Hi my HTML5 Gamedev fellows. A few months ago I started using a very interesting workflow / toolset in developing my games. Basically I use a Photoshop Generator to automatically do magic things Automatically generates spritesheets of all sprites included in the PSD Document Automatically generate bitmap fonts of the fonts I use in the PSD Document Automatically generates a JSON-File with infos on each layer (Position, Size, Frames, State, Special Properties) Everything in realtime on the fly (without the need to save) In my (custom engine) I can load the exported files and voilá everything is in the game and I can start adding functionality to it. I've used that in every game since then and I really love it. I've also implemented that the game can connect to Photoshop Generator (in Debug Mode) - so I can update assets and GUI stuff in RealTime. I also connect the Game to Tiled (but only via file watch so far) to update level geometry/design in real time. I've put together a short video to show it to you: Here is an in-depth article I wrote: Photoshop as a game editor. Do you think this would be of interest to other devs. At the moment it only is compatible with my own engine, but I think it would be very easy to write loaders for HTML5 Frameworks/Engines.
  18. Time to reveal what is my latest project: https://www.dotworldmaker.com/ So what is it? In short it's a 2D graphical RPG maker directly usable from your browser, which let you create multi player games. You can upload your own art (and soon your music too), change all the game rules, edit the maps, place monsters, create quests, and much more. Who can be interested? Whoever want to create his/her own 2D rpg or just even want to play one. How much will it cost? There will be a couple of options. You will be able to start without paying a cent, but some features will be disabled and available only for payed users. Can I make money with it? Yes you can, as we will introduce premium shops such that your players can spend money on your game. There will be a fee on the sales most likely but you shall get most of the money. Payment for your players and for you will be done via Paypal. Can I create a big game with it? Yes you can create really really huge games, with loads of maps and content. We doubt you will ever reach the limits of our system. Do I need to download something to start? No it's all fully working within your browser using HTML5 technologies (JS and Canvas). No need to download anything neither for you nor your players. Will my game be playable from mobile devices? Yes we do plan to make the games fully playable by mobiles, while the maker will most likely be too difficult to use from a mobile device. When shall the product be ready to be used? You can start already using our product, but we consider it currently as in beta. We plan to have a full product by the end of this year. However our own game will be released only middle next year. Can I save / export my game? We do offer backup and restore of your game data, which you can save on your PC. However we don't have a plan yet to let you export the code to run it on your computer or another server. How can my players access the game I designed? Every game created with our tool is accessible as <your_game_name>.dotworld.me Using this URL your players access directly your game without jumping on our home site. Will you offer some content as start point? Yes we offer 2 different base content you could choose from and use for your own game creation. What about security? We do already have some cheat detection implemented but more will come later on preventing basically most of the player cheating. You can however already try to see what is already implemented and be surprised. Who participate in this project? Currently we are 2 people, an artist creating art, and working on our game, and myself working on the code. What is still missing? If you want to know if you can already use the tool then the answer is yes you can, but we still have loads planned and ongoing. You can check our roadmap for more information: https://www.dotworldmaker.com/todo.html
  19. I was just checking to see if there is anyone else in the babylonjs community that would like to be able to use ALL the design time features (that you can pull useful information for serialization into the native .babylon scene file). Including: --- Built-in babylon javascript and typescript development right in the UnityEditor (Using whatever text editor you have unity configured to use) --- Integrated babylon html game preview window features, including debugging (Thanks to David for creating the original WebServer.cs) --- Node level (camera, light, mesh or simply a game object) metadata including abstract base class BabylonScriptComponent (subclass of monobehaviour) that can be attached as regular unity script components... Just like normal unity scripting, JUST FOR BABYLONJS --- Babylon.Unity.ts ... A babylonjs loader to automatically parse all scene metadata and provide a fully managed 'tickable' scene components --- Plus pretty much ANY UnityEditor design-time features --- General Asset management --- Detailed Scene Level Design --- Fully scriptable prefabs The list goes on. Now i don't know if its just me going nuts over here, playing with all the stuff i can do with Unity as my dedicated babylon js game IDE or if there are others that would like to use that kind of unity game editor features. Or even if the babylon community wants to be associated with that much BabylonJS/Unity integration I have all this code running on my machine (Working great, i might add) but i TOTALLY SUCK at gothic pull request (Note: I still delete and re-fork overtime i want a clean updated babylonjs source download) I am making a short video showing some of the features... Its just that, if I'm the only one who wants to do this kinda stuff, i won't bother wasting my time packing up and making available to the rest of babylonjs community (Once i figure out how to package up my extension kinda like babylon.canvas2d... I would like to make a babylon.unity3d extension that provide all the client side typescript that uses the UnityExport metadata) Also... I add SOOO many features and re-strcutered the /Assets/Plugins/Babylon folder that i don't know if i can just do a pull request to submit back to babylon or if a should just submit as a new 'Exporter/Editor' feature to the github. Anyways... a video coming soon to see what you all think about think of dedicated babylonjs editor using unity (With ALL runtime features disabled... Just editor stuff)... Let me know
  20. Game editor on Phaser

    Recently our team has created two mini-games using Phaser.io and we find it pretty useful. We at MightyFingers decided to help fellow game developers and created editor on top of it and called it "MightyEditor". The idea is pretty simple - make it easier for everybody to work with the framework. Currently we have very basic features implemented like asset management, map creation, grouping in levels and data exporting. However without these basic things we would spend quit a time to create all levels we have. How does it work? Editor is web based tool and doesn't require any hassle like installation or authorization to the system. Simply go to http://mightyeditor.mightyfingers.com/ and system will give unique URL where you will be able to return later on and continue your work with map creation. Real time testing is as simple as including URL given on editor top right in your game project. You can export data from editor at any time, no dependencies here. We have tested editor only on Chrome, no guarantee for other browsers For more info check out editor features section at our home page. Video tutorial https://www.youtube.com/watch?v=7dk2naCCePc Here is a list of the features that we are planning to implement in the future. Please vote for your favorite/most needed one or even request a new one – so we can focus more on the most required features: text object zoom in / out sound management tile map support import from tiled editor export to tiled editor sprite animation editor tween editor source editor user and multi user support version control for the projects
  21. CYOS Hidden Shortcuts

    I spend some time in CYOS Editor, nothing crazy some lines and circles til now. I press by accident a button and i was able to change the editor style & more. So, witch button was it? This features should be hidden.
  22. Hi! The latest Phaser Editor version (1.2.1) is available for download. In this release we imporved the Arcade support and many other features. Take a look to the release notes.
  23. SUMMARY: This post: HOW TO 2nd post: Original question that originated this post 3rd post: Research log concerning some problems and workarounds pertinent to this how-to THIS HOW-TO IS IN AN UNUSABLE STATE, AND HAS BEEN NOW ABANDONED. SORRY FOR THE NOISE. Okay, so after some hours of research here's what I came up with, in case anyone's interested or as a future reference for myself. These are the configuration steps to set up a Phaser project in Eclipse Mars.2 (4.5.2). I guess these might change from version to version, but remain essentially similar. You'll need to set up a local web server, but this is beyond the scope of these instructions. In my case I installed a WAMP (Windows-Apache-MySQL-PHP). 1. Head to http://phaser.io/download/stable and click on "clone". In my case this took me to: https://github.com/photonstorm/phaser/tree/v2.4.8 2. Click on "Clone or download". A dialog unfolds with the git repository URL. Copy to clipboard. In my case it was: https://github.com/photonstorm/phaser.git 3. Go to Eclipse and: Window->Perspective->Open perspective->Other->Git->Ok 4. Select to clone a Git repository. Paste in URI field->Next 5. Select All. Theoretically IIUC you should only need the "Master" branch. But I selected all just in case.->Next 6. It will want to clone in some default directory. It's okay like that, just copy the directory path to the clipboard for later.->Finish 7. Go tease you favorite pet/mate while the repository is cloning. 8. Window->Preferences->JavaScript->Include Path->User Libraries->New->Enter "Phaser" as the library name->Add folder->Paste in the "folder" field->Ok 9. Still in Preferences->General->Web Browser->Use external web browser->Select your html5 browser. In my case I left it at "Default system web browser", which is Chrome. 10. Still in Preferences->Server->Runtime Environments->Add->Basic->HTTP Server->Next->Enter your HTTP local server's web directory in the "Publishing Directory" field. In my case this was: "C:\wamp\www"->Finish->Ok 11. Window->Perspective->Open perspective->Other->Web->Ok 12. File->New->Static Web Project->Enter your project's name in the "Project name" field->Select HTTP Server in Target runtime->Finish 13. Right click on your project->Properties->JavaScript->Include Path->Libraries->Add a JavaScript Library->User Library->Select Phaser->Finish->Ok 14. Download https://github.com/photonstorm/phaser/raw/master/resources/tutorials/01%20Getting%20Started/hellophaser.zip or head to http://phaser.io/tutorials/getting-started/part6 and look for the hello phaser example if the previous link didn't work->Unzip in a temporary folder and drag the contents to your project's "WebContent" folder in Eclipse.->Copy files->Ok 15. Right click on WebContent->Import->General->File System->Next->Browse to your git root directory\phaser\build->Select it->Ok->Check phaser.min.js->Finish->Overwrite?:Yes --- OR --- Use your system browser to open the aforementioned directory and drag phaser.min.js to your WebContent on Eclipse and overwrite. 16. Reformat your code from this: var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render }); function preload () { } function create () { } function update () { } function render () { } to this: var state = new Phaser.State(); state.preload=preload; state.create=create; state.update=update; state.render=render; var game = new Phaser.Game(800, 600, Phaser.AUTO, '', state); function preload () { } function create () { } function update () { } function render () { } (More info about this in 3rd post) 17. Right click on your project->Run As->1 Run on Server->Basic->HTTP Server->Next->You might need to change your HTTP Port if your server doesn't default to listening on port 80->Finish Your project should have opened in your browser. NOTE: 1. I have no idea if step 14 is correct, or whether you need to include other files in your project's web content directory. 2. If Content Assist (that's what's called the feature I was calling autocomplete) doesn't pop up, hit CTRL+Spacebar. It should work and display Phaser's API documentation. 3. For following new projects you just need to follow steps: 12 to 17, as long as you don't switch your workspace, of course. 4. I will edit this post to reflect changes if you point out any errors in the procedure, etc. Cheers, Eneko P.S.: Setting up IDEs is always a nightmare, isn't it? Unless you got some template...
  24. Phaser Scene Builder

    Updated August 31, 2016 A new version of Phaser Editor is available! Take a look! --- Hi, I invite you to check this PREVIEW video about Canvas, the Phaser Editor scene builder that is in development. In the video we show how you can create the scene objects by dragging the assets shown in the Assets explorer, the texture atlas previews and the sprite-sheet previews (it was funny to discover that a texture atlas could be a nice "sprite palette"). We think this is a natural behavior that will increase your productivity since it uses the same elements you are familiar with. We want to build an editor from the bottom to the top: We implemented a powerful asset manager, based on the Phaser Asset Pack format. Asset packers like the texture atlas and the audio sprites generators. A Preview window that is able to visualize those assets in a way that helps the user to get a quick feedback of the kind of objects she is using in her game. A JavaScript editor that understands the assets of your game, and helps the user to write the asset keys and provides popup windows with useful information and visual (and echoing) feedback. And now an scene builder that takes advantage of the asset pack and the Preview windows. When the scene builder gets ready and stable, then we will focus on the objects of the scene, and provide more specialized editors for aspects like tweens, sprite-sheet animations, physics and emitters, to mention some of them. Our gold rule: stick to vanilla Phaser concepts, models and formats, we do not want the user to learn new stuff, we want to reuse what he already knows about Phaser, the same names, the same structures, and we want he to learn something that applies even outside our editor, because it is just Phaser after all. Well.. it was a long talk :-) I let you with the video. Any idea about the scene builder or whatever other thing, is more than welcome. Updated June 25, 2016 Video updated with the last version of the scene editor.