enpu Posted August 16, 2018 Author Share Posted August 16, 2018 Sorry i still don't understand what you are missing. I don't see objects class in your project, there is 'game.objects' module which contains different classes like StarSpin and StageSetup. I can see all those classes in the class list. Quote Link to comment Share on other sites More sharing options...
Ninjadoodle Posted August 16, 2018 Share Posted August 16, 2018 Hi @enpu Sorry I’m actually pretty confused too. I think The problem is that the new beta doesn’t display modules in the left column. It however displays all classes. Before the beta I used to see a list of all the modules including ‘objects’. Is this what’s happening? Sorry just trying to understand it better. Also, the classes with play buttons beside them are ‘scenes’, is that correct? Quote Link to comment Share on other sites More sharing options...
enpu Posted August 16, 2018 Author Share Posted August 16, 2018 Yeah you are not seeing 'objects' in the left column, because there is no modules list. But you can see all your modules from the files list, if you open src/game folder. I added back the modules list to roadmap, which would just show a list of modules from the current opened project. And yes in the class list, all classes that has the little play button are scenes (classes that extend from Scene class). The list shows first all scenes, then all other classes. Ninjadoodle 1 Quote Link to comment Share on other sites More sharing options...
Ninjadoodle Posted August 16, 2018 Share Posted August 16, 2018 @enpu I understand now, thank you for explaining and sorry for the confusion - still learning There is still that one issue tho, where the version of the game with all levels included ‘Shurizzle.html’ is loading the wrong main file. Quote Link to comment Share on other sites More sharing options...
enpu Posted August 16, 2018 Author Share Posted August 16, 2018 So what file actually it is loading? You can see all the files that the project loads by opening dev tools and "Network" tab. Then reload the game. Quote Link to comment Share on other sites More sharing options...
Ninjadoodle Posted August 16, 2018 Share Posted August 16, 2018 @enpu - for some reason I see the mainR1 class in the left column, even tho that the index file ‘Shurizzle.html’ should be loading main Quote Link to comment Share on other sites More sharing options...
enpu Posted August 16, 2018 Author Share Posted August 16, 2018 I can see that class MainR1 is created in src/game/main.js file, so that's why it shows up in the class list. Also, i see that the module in file src/game/main.js is named incorrectly. The module name should be exactly same as the file path, so file src/game/main.js should have module named game.main, not game.mainR1 Ninjadoodle 1 Quote Link to comment Share on other sites More sharing options...
Ninjadoodle Posted August 16, 2018 Share Posted August 16, 2018 @enpu - Ok my fault! Oh man, I better go to sleep now, as I’m not making much sense lol. Sorry again for the mess up. I was just a little confused with some of the small changes in the beta and it threw me off a little, especially since I had a week off and now I’m even confused with my own project! Really appreciate the help and explanation Quote Link to comment Share on other sites More sharing options...
enpu Posted August 17, 2018 Author Share Posted August 17, 2018 Modules sidebar is now back on beta-6, so there are now 5 different views on sidebar; Files, Modules, Classes, Assets and Devices: Please test and give feedback pstrejczek and Ninjadoodle 2 Quote Link to comment Share on other sites More sharing options...
Wolfsbane Posted August 17, 2018 Share Posted August 17, 2018 @enpu do you have a mirror? I just tried to download it 3 times, and each time it has failed halfway through all times. I'm in VN at the moment, and I'm using my home's wifi, (rather than the office) so it's possibly we can call it a bit more shacky. But I just downloaded Puppy Linux (330mb) just fine, so possibly your server has some issues serving to VN? I guess your server is European. Not the first time I've had to re-try to download the panda install. Edit: I got it this morning(after a few more fail download). Quote Link to comment Share on other sites More sharing options...
pstrejczek Posted August 17, 2018 Share Posted August 17, 2018 @enpu - Thanks for bringing back the modules section. It is perfect now !. I'm going to work on my game this weekend so I'm gonna test this beta out a little more. Ninjadoodle 1 Quote Link to comment Share on other sites More sharing options...
Wolfsbane Posted August 18, 2018 Share Posted August 18, 2018 Not sure if this is a bug or not, but in the sokoban example, the .json level data doesn't show up in the asset tab. ( I cannot remember if it did originally, or not). Is this intentional? Edit: .wav files don't show up, either. The .json issue I checked on Windows, and Ubuntu. (beta-6). The .wav, just on windows. Quote Link to comment Share on other sites More sharing options...
Ninjadoodle Posted August 18, 2018 Share Posted August 18, 2018 Hi @enpu Thanks heaps for adding Modules back to the sidebar! So far everything is working well Quote Link to comment Share on other sites More sharing options...
Ninjadoodle Posted August 21, 2018 Share Posted August 21, 2018 Hi @enpu When in 'Modules' view, and using the little '+' icon to create a new module, Panda now opens up a window where it asks you to save a file to disk. In the previous version, Panda would open a popup and ask you to type in a name of the module, then save it automatically into the appropriate folder. Is this change on purpose? Thanks Quote Link to comment Share on other sites More sharing options...
enpu Posted August 23, 2018 Author Share Posted August 23, 2018 On 8/18/2018 at 5:01 AM, Wolfsbane said: the .json level data doesn't show up in the asset tab This is now fixed. You can actually also customize from settings what filetypes are showed in the assets tab: Quote Link to comment Share on other sites More sharing options...
enpu Posted August 23, 2018 Author Share Posted August 23, 2018 On 8/21/2018 at 2:02 PM, Ninjadoodle said: When in 'Modules' view, and using the little '+' icon to create a new module, Panda now opens up a window where it asks you to save a file to disk. In the previous version, Panda would open a popup and ask you to type in a name of the module, then save it automatically into the appropriate folder. This is intentional change. Previous version assumed that you are always creating new module inside game folder. And if you changed the module name in the code after the popup, it would get saved incorrectly. So the new solution is a lot more flexible, you can create for example new plugin module or anything else, though you are right that there is one small "extra step" when you have to manually navigate to the correct folder when saving the module for the first time. Ninjadoodle 1 Quote Link to comment Share on other sites More sharing options...
Ninjadoodle Posted August 24, 2018 Share Posted August 24, 2018 Hi @enpu That makes perfect sense, thank you for explaining Quote Link to comment Share on other sites More sharing options...
Wolfsbane Posted August 24, 2018 Share Posted August 24, 2018 19 hours ago, enpu said: This is now fixed. You can actually also customize from settings what filetypes are showed in the assets tab: Nice! (But this version is not released yet, right? I checked the download, and it's the same version I have atm). One question is, is there any plan to add some kind of folder system to the Asset tab? I.e. so I can create a folder for music, and put my music assets in there, and Sfx, gfx, levels, etc.? At the the moment, all the assets are just in the one folder. Quote Link to comment Share on other sites More sharing options...
Wolfsbane Posted August 26, 2018 Share Posted August 26, 2018 Not a biggie, but if the ip gets reset for whatever reason, the panda engine doesn't know what's up: Quote Link to comment Share on other sites More sharing options...
ftguy2018 Posted August 31, 2018 Share Posted August 31, 2018 can we try the beta version and keep the current 1.5 side by side ? Quote Link to comment Share on other sites More sharing options...
ftguy2018 Posted August 31, 2018 Share Posted August 31, 2018 I have some questions about the beta 2 and the obfuscation feature: Is the obfuscation feature implemented ? Are you using https://github.com/javascript-obfuscator/javascript-obfuscator as the based engine ? if yes are you parsing the comment tag like javascript-obfuscator:disable or enable that we might have in the source code ? Is there a way to tell which file we want to obfuscate in order to keep fast execution of the engine ? For example if we use the pixi plugin we might want to not obsfucate it, etc.....please kindly advise. Quote Link to comment Share on other sites More sharing options...
enpu Posted September 3, 2018 Author Share Posted September 3, 2018 On 8/24/2018 at 1:09 PM, Wolfsbane said: One question is, is there any plan to add some kind of folder system to the Asset tab? I have added this feature to the roadmap. On 8/26/2018 at 9:33 AM, Wolfsbane said: Not a biggie, but if the ip gets reset for whatever reason, the panda engine doesn't know what's up: Thanks, will fix this. On 8/31/2018 at 9:05 PM, ftguy2018 said: can we try the beta version and keep the current 1.5 side by side ? Should be possible on Mac, not sure about Windows. If you have Windows, can you try and let me know. On 8/31/2018 at 9:18 PM, ftguy2018 said: Is the obfuscation feature implemented ? Yes obfuscation is implemented in the beta version and it uses javascript-obfuscator with default options (https://github.com/javascript-obfuscator/javascript-obfuscator#options). Currently there is only option to turn it off or on. Will add feature to the roadmap, which allows you to specify more options in the obfuscation. Quote Link to comment Share on other sites More sharing options...
enpu Posted September 3, 2018 Author Share Posted September 3, 2018 On 8/26/2018 at 9:33 AM, Wolfsbane said: Not a biggie, but if the ip gets reset for whatever reason, the panda engine doesn't know what's up: This is now fixed! Wolfsbane 1 Quote Link to comment Share on other sites More sharing options...
ftguy2018 Posted September 12, 2018 Share Posted September 12, 2018 I am glad to see that there will be a feature for the obfuscator to support more "control", unfortunately I cannot use the current editor version because of performances when using pixi engine and obfuscation so I am currently exporting first and the add myself by hand some comments to disable / enable obfuscation to the game.min.js and then run a nodejs to do the obfuscation job and I can't wait to be able to do everything at the export so I hope to see a way to support at least the comment enable/disable and also to allow more precise setting, Quote Link to comment Share on other sites More sharing options...
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