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About will-e

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  • Birthday 09/22/1988

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    Tampere, Finland
  1. For eight years we at Meanfish Ltd have worked with clients from government offices, schools and universities to NGO’s creating narrative driven games for education, health, research and social causes. From this work we scooped the idea and features for a tool that is going to be the most engaging, user friendly and most importantly fun way for everyone to create narrative driven games and digital content. Now we are looking for two developers to join our team to help us create the open-source tool, platform and the ecosystem that is going to change the world of learning and narrative game development. Senior Full-stack Developer requirements 5+ years of professional experience Proficient in Javascript, CSS and HTML, experience in databases and server infrastructures are appreciated Experience as a tech lead or equivalent in at least two major software projects Excited to put your skills in use to design and develop an ambitious cloud infrastructure Software Developer requirements 2+ years of experience in web technologies Excited and willing to expand your skillset UX driven is a big bonus Highly appreciated in both positions Adventurous attitude for new solutions and wild technologies while maintaining a straight, team driven work mentality Experience in open-source development and willingness to create and maintain open-source communities Experience in one or more of the following technologies: Node.JS, React, HTML5, Redux, GraphQL, Relay, Material-UI, Phaser.io Experience in cloud technologies and distributed systems (Docker, Cloud Foundry) Experience in mobile development (HTML5, React Native) Game industry knowledge and experience Experience in Scrum We offer Technological challenges at the early stage of product development Possibilities to broadly utilize your skills and constantly learn new things The flexibility of a small start-up with the career opportunities of a rapid growth company Colleagues from software developers and game designers to teachers and classical composers Job with societal significance and responsibility Send your application to johanna.roihuvuo@meanfish.fi latest by 24.4.2016. Mention in the topic of the e-mail which task you are applying for. Please mention in your application your possible salary request, and attach CV or LinkedIn profile and links to relevant references or profiles (like GitHub). We will start reading applications right away and will invite best of the applicants to a two-phased interview. Don’t hesitate to send us an application to see if you would be the perfect match for our team! More information Location: Tampere, Finland Website: www.meanfish.fi For more information please contact: Johanna Roihuvuo, Office Manager johanna.roihuvuo@meanfish.fi +358 (0) 44 5070 781
  2. I got it working with a lot of keyframes at the beginning and the end of each animation, but there is still some minor scaling issues that are due to the bounds of the whole group I think (making a new animation to the same master group makes the group bounds bigger which then makes the percentage scale output different scale for the character).
  3. I think that all the movies should reference to the initial position that you started with when you placed the sprites to the stage. When I made the character, I put all the parts into groups so that I can control every bit and the higher in hierarchy part controls the lower ones as well. Now, if I rotate the second-to-root (not character_master, but character) on the sleep animation movie 90 degrees to make the character lay down and then switch back to my walkcycle, the character has rotated 90 degrees as well even when I haven't done anything to it. And the order I switch tabs between movies makes the difference as well: if I rotate and keyframe a group 90 degrees in the sleep movie, move to the other tab, the layer is rotated as well. I rotate that back to 0, delete the keyframe and switch between the tabs that don't have the keyframes, all is well. Once I go back to the sleep animation (that still is keyframed and rotated) and then back, all are rotated again.
  4. I think I have some trouble understanding the fundamentals of the animation system. Should I keyframe absolutely everything always, or is it enough that I keyframe what I need to be animated? I need to move my character with code, so I have a main group that I don't keyframe at all. If I do, the character will always snap back to the original position. But making keyframes to one of the movies will change it on all of them if they are not keyframed as well. I have a following character structure: character_master character upperBody head frontArm torso rearArm frontLeg rearLeg I have three animations: baseIdle, baseWalk and sleep. The first two the character is up wright, in the sleep animation the character is turned 90 degrees. I haven't placed any keyframes on character_master, as that I am controlling from code (move, scale and so on). For the sleep animation I placed a keyframe on the character group, which made it turn 90 degrees. If I then change back to baseIdle animation, that is turned 90 degrees as well. Also I see odd behaviour in the code if I keyframe the character groups (scaling and distorting), even when I don't manipulate that from code at all. I'm not sure if I make any sense.
  5. That would be awesome! I am quite new to Phaser and ME, so I need to think a bit what could be the possibilities. At least having some custom error messages, possibility to make a base skeleton and the group structure and such would be cool. Also we did some .AI scripts for our project that output .json and sprites automatically for Phaser, so integrating those would be the ultimate dream.
  6. Hi, Thanks, it works nicely! It was some typo I think, because after I redid everything it started working without that window.game = this.game change. I published the thing in here: https://github.com/villeilkkala/charCreator/ .
  7. Hi, I was thinking of writing a plugin for MightyEditor that can be used to create dynamic characters with swappable body parts, clothing and so on. System is pretty much ready and works nicely inside my main state, but I am new to Phaser plugin writing in general as well, so is there anything I need to take into account if I am using special features of the MightyEditor, like movies and mt.create? I did manage to create a normal plugin following http://www.emanueleferonato.com/2014/09/08/phaser-tutorial-creating-your-own-phaser-plugins/ this tutorial, but now with my own code it throws Uncaught TypeError: Cannot set property 'game' of undefined.
  8. Hi, this works nicely, thanks! Didn't remember the existence of those shortcuts. Another relevant question: is there a way to duplicate an animation? I would like to do a set of base poses, then duplicate them to use as a basis for idle and walk cycles and so on.
  9. It would be a nice feature to be able to edit mt.data by hand in some situations. For example now I am making a dynamic character with few different base forms for heads and so on, but each group then contains the same set of eyes, mouths, noses and hair and they are just in different places, scaled a bit or something similar. Making the group and sprite structure once and then duplicating it in the text editor would help a lot as creating, dragging and naming tens of folders gets a bit tedious. Other idea would be to be able to import a zipped folder structure with sprites and stuff and the group structure would automatically be generated.
  10. Okay, I found a temporary workaround: this.buttonTears = mt.create("buttonTears"); this.buttonTears.mt.self.children[0].inputEnabled = true; this.buttonTears.mt.self.children[0].events.onInputDown.add(function () { console.log("button is Clicked"); }, this.self);This makes the text item in my group to respond to events, but not the whole group. So next I need to figure out how to add the event listener to the whole group.
  11. How are simple clickable objects made in MightyEditor? I am trying to make a simple checkbox (group called buttonTears which has two sprites and a a text). Trying add simple onInputDown event will cause Uncaught TypeError: Cannot read property 'onInputDown' of undefined error. My code looks like this: this.buttonTears = mt.create("buttonTears"); this.buttonTears.inputEnabled = true; this.buttonTears.events.onInputDown.add(function () { console.log("button is Clicked"); }, this);All help appreciated, thanks!
  12. Awesome, thanks! That worked. In this game there is a alien with a special scanner, that can retrieve information about the surroundings, but the scanner needs to be turned on first with a button.
  13. Hi! I started to work with Phaser couple days ago and I am pretty new to Javascript as well, so the answer to my question might be simple. My game has a button that is supposed to enable inputs on some sprites and pressing this button again should disable those. Inputs are first disabled as they should, pressing a button will make them enabled nicely, pressing the button again will disable them as it should, but then second time trying to enable the inputs it will stay disabled. Any help is appreciated, thanks! function doScanner() { //function that is launched when scanner button is pressed if (this.scannerOn==false) { this.scannerOn=true; for (var i = 0; i < this.scannableAssets.length; i++) { //loop all trough all assets that are scannable and enable inputs this.scannableAssets[i].inputEnabled = true; //enable this far disabled input for them this.scannableAssets[i].events.onInputDown.add(function() { this.scannerText('this should be above hero'); }, this); } } else { //here we reverse everything this.scannerOn=false; for (var i = 0; i < this.scannableAssets.length; i++) { this.scannableAssets[i].inputEnabled = false; //disable the input } } }