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Wolfsbane last won the day on June 22

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About Wolfsbane

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  1. Wolfsbane

    Menu Builder

    Hi greencoder, I'm not sure what you mean by a menu layout builder. Is there a similar example? Will the Essentials plugin help? It's got a lot of UI elements such as buttons, etc. https://www.panda2.io/plugins (find the Essentials one) Preview: https://www.panda2.io/plugins/essentials
  2. I don't mean for the demo export, I mean for the project source code. E.g. khleug has uploaded the project to GitHub. If I want to play with the code (or collaborate) I have to checkout, manually eyeball the requires() section, and then hunt down the right plugins I need. So if Panda editor was smart enough to read the requires for us, and then pull the plugin into the workspace that would save time, and make it easier. (Maybe? I'm just thinking out loud) I'm a Java monkey, so I'm thinking along the lines of a Maven build file.
  3. It looks, and feels really nice! You added some nice touches with the visuals. I'm kind of curious about adding path finding to it. 😏
  4. Niice to see! Played the demo, and I'll check the code out later. One thing is the brown wall jumping(vertical jumping) seems a bit glitchy? The player seems to blip away from the wall, rather than move smoothly. Yeah, I wanted to share a few demo too, but is a bit awkward if we can't include the plugin. I wonder if it's a good idea to have some kind of build option in the Panda Editor. I.e. so in the Editor, you can say 'include P2.js plugin'. The editor will check: If you have it locally, great, it'll use it. Otherwise, it will try to download it for you from the Panda website. This way, we can share our open-source projects that use plugins a bit easier? cc: @enpu
  5. Seems like a nice little game. I'm no a laptop, so can't really play it? The mouse shooting seems to only work with the touch, right?
  6. No. Maybe a quiet community, though.
  7. I like it! But after 20 levels or so, I start to lose a purpose? Procedurally generated levels are cool, but if everything else stays the same (AI competition, my driving ability, the challenge/risk) then the levels still end up feeling the 'same'. Definitely work on it more. But the next step is to add increasing difficulty/challenge, and maybe some kind of end-game mechanism. Lives/losing system is standard, and would work ok. 3 lives, you get further and further, each time you slip up, you lose a chance. For increased difficulty, either road obstacles start appearing (bombs in the road? Cow crossing the street? tornado blowing around the map ala Super Speed?), the AI starts getting a bit faster (or more aggressive! Maybe they get spikes on their wheels after level 10.... or one of them gets their hands on a shotgun. ) Also add scoring. Keep track of how many levels get beaten, and then save them in an online highscore. I just beat 20 levels, and I don't feel like doing it again. I 'might' do it again, if some guy beat 30 levels, and I know for sure I can beat that. Also: Took me at least 10 levels before I realized the levels were procedural. 😛 Good luck!
  8. No need to do this at least: anim has an attribute currentFrame. So you can simply do: if (this.anim.currentFrame === 4){ //currentFrame will start from 0-size of animation. // dosomething } I took a look, and we really don't seem to have the textureFrame==46 style.. It's convenient, but if you're going to hard-code a number in there, I much prefer just hard coding to the 0,1,2,3 convention. Think of this: You know you're animation framing is going to be 0=first frame, 1=second frame. Now: If you update your spritesheet.png, and suddenly If you hard-code in =46, and then the image changes, then both the image, and your code has to change. Does that make sense?
  9. Yo! If you've got a tiny Panda file example project? Just so I can open it on my pc, and open it up in Debug and see what options are there.
  10. Hi Panda guys, Just a quickie. I got an email from the play store: I'm a bit caught up with other stuff at the moment. So before I spend a lot of time digging into this, I'm wondering if anyone else is getting this, and what we have to do about it? Cheers! Dallas
  11. Great. Also, so if I used one of your packs, but I needed few custom sprites are you open for taking on small jobs, or are you just focusing on creating the open, free packs? (Also, perhaps set up a tip-jar, or something. If I do use one of your packs, happy to donate. But I don't/won't use Patreon after they burned a few creators.)
  12. Love it. =)))) All the best. How long did it take to pixel these? Curious.
  13. It's actually a pretty good question. I'm not familiar with Apple store, but I've got something on the Google play store. I think there is an option when you setup you your app, if it's free and you have no ad's/monetization, you can say you're open to being talked to. E.g. companies/institutions who want a bundle of 'clean', ad free games, either for offline/standalone devices, or app bundles, can easily find you and talk shop. You might think he's not making a profit, but he could simply be sub-licensing it. Also: He likely didn't only put up your app. He probably tried with about ten. Apple store's a bit strict about what app's they let through. (Congrats! Only yours made it)
  14. Haha. 😂 Enpu's still around, and fixes things when problems are found, or add's new stuff. I think the communities just been a bit quiet. I've been pretty swamped to work work on any of my own stuff.