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Found 5 results

  1. Hi, This is something that many of you are requesting for a while: an auto-completion plugin for Sublime Text. Checkout it: https://github.com/boniatillo-com/PhaserSublimePackage It was tested on Sublime Text 2 and 3, I just released it so if you have any issue put a comment here or open an issue in github. This is something nice to do while we wait for the next Phaser release to deliver a Phaser Editor update ;-) Remember Phaser Editor is a very nice complement to Sublime Text. Have fun coding!
  2. I have made a basic gulp file following Techemon's code (he uses grunt though) here: https://github.com/Temechon/Babylon.js-FPS I notice he is using babylon.2.3.d.ts. (Not 2.5 or 2.6.) With my gulp build I am able to compile my project with babylon.2.3.d.ts and everything compiles successfully. With sublime text if I build (using the official typescript sublime text plugin) with babylon.2.5.d.ts, it compiles my game.ts file successfully, no errors. But if I try to use babylon.2.5.d.ts with gulp using gulp-typescript, I get the following compilation error: node_modules/t
  3. Hello there. I want to present you an assets manager tool for Sublime Text and Brackets: Phaser Editor. Yes, Phaser Editor is a complete editor by itself, but it does not mean that you, lover of sublime, brackets or whatever editor, cannot take advantage of many of the tools bundled in Phaser Editor, specially the Asset Pack manager. (You can go straight to the article: http://phasereditor.boniatillo.com/blog/2015/11/phaser-editor-with-sublime-text ) This is not a new concept at all, I am pretty sure you are not creating your draws with sublime, else with an specialized tool like inksc
  4. Does anyone know how to get API autocompletion to work for Babylon.js on Sublime Text? Using the SublimeCodeIntel plugin but it doesn't seem to pull API's from babylon.js
  5. I started working on a Sublime Text Package for phaser Phaser Snippets, the objective is to learn more about phaser on the progress, that's why I'm not automating the process and taking long to finish it. The thing is I have some questions for the comunity beacause there are a lot of method's I havn't really used so I don't know the best way to call them for example for the Animation Manager wich I normally use inside a sprite the snippet output is: .add('name',frames,frameRate,'loop',useNumericIndex);But for Utils class is : Phaser.Utils.pad('str',len, pad, dir);So if someone has some feedb
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