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obiot last won the day on February 16

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About obiot

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  • Birthday July 20

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  1. @PLAYERKILLERS test build with the fallback fix to Canvas is available, see here
  2. which edit do you have for texture packer, is it the one for the free texture packer we also added in 8.0 ? as for the gravity, yes, as part of the 8.0 version (major version increase, so some breaking changes) we revamped a bit the physic implementation to be closer to those physic engine out-there (with the will to be able to use one of them through a plugin) and as a consequence we now have a world global gravity settings that can then be lowered or amplified per physic object (instead of previously where each object gravity were managed separately), see here for the detailed changes : but if you switch to 8.0, you can just disable the gravity by setting to 0 (it's a vector) and you should be back to the previous 7.x behavior. last but not least as part of the WebGL testing I think we should then try to compile/link the built-in shaders and if failing then display a error message in the console and revert back to the canvas renderer, l'll look into it this week.
  3. do you know on which platform this is ? also which version of melonJS are you currently using ? I'm asking, as of version 6.x (and through 7.x) WebGL detection and implementation have been improved to especially avoid using it when not fully supported.
  4. oh snap ! well we have a known issue (see #764 ) when anti-diagonally rotating tiles, but i thought it was only with non squared tiles .... as I actually never encounter the issue myself (with square tile) I just wonder now if this is another edge case, or if this was always there, or if this is a regression... did you manage to work around it since then ? and/or pinpoint maybe where is the issue ?
  5. have you tried as well using a less than 1 value for lineWidth ? like 0.5 or even smaller ?
  6. Hi, actually the current implementation is correct in the sense that it complies with the html5 font API, where font.drawStroke() strokes the outline of the letters while font.draw() fills the inside of the letters. As you can see on the below example, the outline stroke is actually the "edge" of the letter and not outside of it : looks like you have an issue due to a "too low res" ?
  7. here it is : commit : build 8.0 :
  8. obiot

    melonJS 7.1.0

    indeed, there is actually a discord server that was created a while back, I just need to "find It back" 🤣
  9. nice ! Will add it ASAP, thanks for the feedback
  10. obiot

    melonJS 7.1.0

    Hi Guys, Back from holiday, and after having missed the release window before leaving, here is finally the latest 7.1.0 update for melonJS. Some nice things in this release, including : Last but not least, staggered hexagonal and isometric Tiled maps support More technical catch-up to align both the Canvas and WebGL renderer, and further improvement to the new me.GLShader class Various fixes and improvements in me.Text, Physic, Pointer, Audio and Sprite objects. See full changelog here, and as always all changes are backward compatible with the previous version, and available here: or on npm/jsdeliver : Tell us what you think ! -- the melonJS team
  11. Hi, we stopped actively supporting both IE11 and windows phone since a couple of major versions now. IE11 never provided a proper support (was missing basic thing like Object.assign() and others) and was replaced by EDGE (that is a much better browser), and windows phone are just a thing of the past..... However if you do want/need to support, all you need is to load a ES5/ES6 polypill before melonJS, that should do it. this said, I don't remember if in IE11 they support the standardised Pointer API or still the MS Prefixed one (that we also removed in melonJS).
  12. really ? sounds like a bug/regression to me, and I'm not seeing an issue with the Platformer example.... are you rendering all layer separately or using the preRender flag ? ( as for manually changing the order ingame, you can use the getChildByName or getChildByType method of the wolrd container : for example: // return the first layer with the name Spawn var layer ="Spawn")[0]; // return all layers object var layers =; and then access the pos property of the layer and change the z or y value (based on the sorting method you are using)
  13. the texture overflow issue is supposed to be fixed actually, I'll give it a try on my side
  14. is there one feature that I could add that would make you upgrade ?