obiot

5.0.0 & 5.0.1 release

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Greetings, 

That's right, a 5.0.0 version has been released, but as a couple of bugs have been identified right before I had the time to publish the announcement, here are two versions for the price of one :)

blog announcement :

http://blog.melonjs.org/2017/12/melonjs-50x.html

release  details and download :

https://github.com/melonjs/melonJS/releases

 

[EDIT] Forgot to mention that the platformer example now features a virtual gamepad (visible on mobile devices, or if the debug panel is enabled) ! it is not like the most advanced and configurable implementation, but that does the job for a platformer, and should be a good start for those looking at adding one -> click here to run the platfomer :)

 

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Looks good! I do have a quick question in regards to the following

Quote

Renderable : properly apply transformation and anchor for all me.Renderable objects

My problem is in this thread and the answer mentions this, would that have been the problem as to why it was constantly spinning on the spot and such?

Great release, thank you for your hard work :)

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Hi Ian_.

to be honest, I have not looked before at that thread, but by the look of it I would say that yes it looks like it could have been that problem :)

In the 4.x version transforms and anchor point were messed up in some cases, and it should be better in this version !

thanks !
Olivier.

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20 hours ago, obiot said:

Hi Ian_.

to be honest, I have not looked before at that thread, but by the look of it I would say that yes it looks like it could have been that problem :)

In the 4.x version transforms and anchor point were messed up in some cases, and it should be better in this version !

thanks !
Olivier.

Sounds great, I'll upgrade this weekend when I get a second. Would you have any tips on using multiple sprites to construct a player, for instance weapons, armor and animating them? Sorry for slightly derailing the thread.

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7 hours ago, Ian_ said:

Would you have any tips on using multiple sprites to construct a player, for instance weapons, armor and animating them? Sorry for slightly derailing the thread.

I think we discuss here in the forum a couple of times (so you can do a search after), but the best in my opinion is to use a container as renderable component for your entity.

We also have a Spine plugin, but if you want to take it out for a spin, I;m not really sure it this still work with melonJS 5.0, especially considering how transform are now used/applied to renderable (in 2.0 we were just using standard and straight canvas scale/rotate method, as opposed to matrix based transforms)

https://github.com/melonjs/melonjs-spine

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