• Content Count

  • Joined

  • Last visited

  • Days Won


obiot last won the day on February 16

obiot had the most liked content!

About obiot

  • Rank
    Advanced Member
  • Birthday July 20

Contact Methods

  • Website URL
  • Twitter

Profile Information

  • Gender
  • Location

Recent Profile Visitors

3621 profile views
  1. All that matters is that you managed to get it work the way you needed
  2. wow I did not notice there were so many messages here on this one, glad you found a workaround in your case, but on the latest master 8.x branch it's working for me, and it should be the same on 7.x if this the version you are using here is my code : init: function(x, y, settings) { // ...... do something // create a font this.font = new me.BitmapText(0, 0, { font : "PressStart2P", textAlign : "center", textBaseline : "bottom" }); }, draw: function(renderer, rect) { this._super(me.Entity, 'draw', [renderer, rect]); this.font.draw(renderer, "Testing", 0, 0); }, and here below the result using the platform example : remember as well that the font will be drawn respectively to the entity here, with all Anchor Point value, etc... also applied to the fond drawing itself.
  3. follow-up here :
  4. obiot

    Mr TwinkleToes

    by the way, here is something you will for sure find useful : , as this tutorial cover how to implement dashing but most especially climbing in melonJS (for those ladders in your level)
  5. all examples source code is provided with melonJS source code, so you can either browse it here or download as I think you mentioned it earlier, by cloning the melons repository. there is also a great blog entry from Fernando Doglio, on building a typing games with melonJS that starts from the very basic :
  6. obiot

    Mr TwinkleToes

    how exactly are you changing the sprite right now ? if manually or using a fixed size spritesheet there is no api for it to be honest (as then it expect all frames to have the same size), but as a workaround you could modify the current frame size by accessing the private "current" property : this.current.height = 56; but the most easy way would be to use a texture packer to be honest, as it contains size information for each of the frame, and it that case melonJS will adjust the sprite size automatically. note that in the current master 8.0 release (to be release soon as I'm putting the final touch to it), I added support for a free texture packer tool :, if you want to give it a try without waiting for the release have a look here, and the latest build is here
  7. all right mate, I guess that if you managed to rule out any issues on your side by checking on the console log for any potential errors/exceptions, and if you do not need to share here what you have done here as proposed so that we can quickly assess where is the issue, and if you have read thoroughly both our tutorial without being able to make it work, and if none of the example available here nor our poor documentation or the wiki could help you, I guess indeed we failed as a free company in trying to provide something usable to the others and especially beginners. Pixi is a great library, have fun with it and keep us posted about your exciting project !
  8. grunt is used in the boilerplate to automate all the minifying of the source code and the creation of the resources list to be loaded based on the data folder. Now you can do all this manually, and if you look for example at the platform example here it all manually done. else just upload a zip file of you current project here to see if anything else is missing ("nothing is working" is not really specific enough for us to provide any further hint on how to help)
  9. obiot

    Mr TwinkleToes

    sorry so I guess you find the solution here, since it's working in your demo
  10. obiot

    Mr TwinkleToes

    loving the current level design so far (reminds me of Gods on Amiga) and it's huge !!! good job
  11. before version 7.0, there were some issues indeed when the game was embedded in a complex css layouts, this has been fixed here if you want to back port the change to version 5.1 and see if it fixed it : this say, you should reaaaally consider updating, the improvements since 5.x up to 8.0 that is to be released soon are huge now , and solves many of the issues you have reported here : and also since version 6.0 we provide backward compatibility as much as possible when changing the API, so by following the updated guide (even by one version at the time) it should not be difficult task :
  12. Hi all, The 8.0 release cycle was supposed to mainly focus on the physic implementation (that we started) but we ended up revamping the WebGL renderer following increasing report of issues in terms of compatibility and/or performances since we did enable WebGL auto-detection since version 7.0 Now we have a much more "modern" implementation, better recycling/cleaning of WebGL texture across screen/stage change, a much more compatible implementation on platform like Linux, which should now allow to have the WebGL renderer working by default on most of the platforms. Performances also have been drastically improved, with things like the fragment Shader that have been super simplified for texture rendering, coming from the previous code in the 7.0.x version : // Uniforms /** * 2D texture sampler array * Maximum number of textures is determined at compile-time * @ignore */ uniform sampler2D uSampler[{{= ctx.maxTextures }}]; // Varyings /** * Fragment color * @ignore */ varying vec4 vColor; /** * Fragment texture unit index * @ignore */ varying float vTexture; /** * Fragment texture coordinates * @ignore */ varying vec2 vRegion; void main(void) { // Convert texture unit index to integer int texture = int(vTexture); if (texture == 0) { gl_FragColor = texture2D(uSampler[0], vRegion) * vColor; } {{ for (var i = 1; i < ctx.maxTextures - 1; i++) { }} else if (texture == {{= i }}) { gl_FragColor = texture2D(uSampler[{{= i }}], vRegion) * vColor; } {{ } }} else { gl_FragColor = texture2D(uSampler[{{= ctx.maxTextures - 1 }}], vRegion) * vColor; } } to a much more simple version in 8.0 : uniform sampler2D uSampler; varying vec4 vColor; varying vec2 vRegion; void main(void) { gl_FragColor = texture2D(uSampler, vRegion) * vColor; } all this to say that before officially release this version (probably later this week) I would love some feedback, for those already using master or if anyone is willing to give it a try, to make sure there are no major regression compared to the 7.0 branch, or just to hear about the performance improvement you are noticing. latest build is available here : last thing, as I was mentioning that we started to also improve the physic implementation, 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 : In the 8.0 version if you need to adjust the global gravity value, you can just change or disable ut by setting to 0 (it's a vector) and you should be back to the previous 7.x behaviour. Looking forward to your feedback, thanks !
  13. @PLAYERKILLERS any feedback from your tester ? in the mean time I just pushed some further changes to the WebGL renderer in order to fix the "sampler arrays indexed with non-constant expressions are forbidden in GLSL 1.30 and later" error which will allow to have the WebGL renderer enabled on more Linux platform as well.
  14. @PLAYERKILLERS test build with the fallback fix to Canvas is available, see here
  15. 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.