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  • 02:40
    Travis melonjs/melonJS (8.0.1) passed (2730)
  • 02:32
    Travis melonjs/melonJS (8.0.0) passed (2728)
  • Aug 11 00:42
    melvinkcx commented #35
  • Jul 31 10:25
    Travis melonjs/melonJS (master) fixed (2708)
  • Jul 31 08:59
    Travis melonjs/melonJS (master) broken (2707)
  • Jul 18 16:18
    kalyanchakravarthys commented #34
  • Jul 18 16:03
    kalyanchakravarthys commented #34
  • Jul 17 07:13
    high4123 commented #35
  • Jul 14 09:29
    obiot closed #37
  • Jul 14 09:29
    obiot commented #37
  • Jul 14 09:22
    obiot closed #36
  • Jul 14 09:22
    obiot commented #36
  • Jul 14 09:22

    obiot on gh-pages

    [#36] clarify/clean inconsisten… (compare)

  • Jul 14 09:06
    obiot closed #34
  • Jul 14 09:06
    obiot commented #34
  • Jul 14 09:02
    obiot closed #38
  • Jul 14 09:02
    obiot commented #38
  • Jul 14 08:10

    obiot on gh-pages

    various update to comply with l… (compare)

  • Jul 14 02:57

    obiot on gh-pages

    use latest melonjs build from j… fix a race condition where the … (compare)

  • Jul 11 23:44
    obiot closed #8
NightScript
@NightYoshi370
Got past that too (surprisingly)
NightScript
@NightYoshi370
Ok, this is something I can't get past by
// THIS IS A "BUG" ON MELONJS
        // Since the player is 2 pixels large, it's
        // collision box actually is 3 pixels large!
        // Don't know why but I have to adjust it
        // manually here.
        var shape = this.getShape();
        shape.resize(
            shape.width - 1,
            shape.height
        );
This is the original code
So, according to the update guide, this.getShape() isn't an actual thing so I have to change it to this.body.getShape();
However, shape.resize isn't a function, so I need help with that
shape are now basically polygon based object, since we introduced SAT collision detecton
*detection
resize therefore became scale when we changed the based object used for body shapes
JSeligstein
@JSeligstein
Hey all. Has anyone sen an Entity.update(dt) have dt undefined?
José Calderón
@JosCald58273060_twitter
Hi, I'm trying to load the library but the "windows.onReady" didn't works ("Uncaught TypeError: window.onReady is not a function") I used an auto-executed anonymous function but shows other error melonjs.js:20018 Uncaught Error: me.video.init() called before engine initialization. Thanks to your help.
Daniele Piumatti
@piumaz
hi guys, I think there is a bug on the debugpanel.
if I add a body.shape to a container, it doesn't display it.
Daniele Piumatti
@piumaz
but i'm newbie, i don't know :-)
I am developing a multiplayer tank game.
if someone shoots from the outside of the visible screen, you can't see the bullet, but you're hit by it.
How can I fix it and see the bullet?
Michael Chow
@mikeychowy

Hi guys, i want to start learning melonjs for a personal project but i don't know where to even start.

The idea is a private multiplayer poker game(not using real money) for me and my friends to play.
Realtime data transfers will be handled by socket.io, no need for tutorials there, i've dabbled in it building realtime chat for an admin dashboard.

I've been googling for a basic example of this, but it's all platformers or shooters. Are there any resources(tutorials, guides, repos) on this or at least sprites for it so i can start mucking about?

Thanks beforehand.

Fabian Faßbender
@geNAZt
hi, i wanted to know if setting FPS > 60 is supported or not? when i set it to like 120 FPS the debug panel shows the new target FPS but the FPS still caps at 60 FPS (having a draw time of ~3,5ms [which should be ~400 FPS])
Olivier Biot
@obiot
Hi, the main loop relies on the window.requestAnimationFrame, in theory the standard says it should support at least 60fps and potentially higher based on the browser implementation, this said i never tried myself to go higher than 60 ;)
Have you tried on different browser as well ?
Fabian Faßbender
@geNAZt
i only have edge which simply crashes on me when i try to load melonjs :D
Olivier Biot
@obiot
Ahahahah
Fabian Faßbender
@geNAZt
ok, it loaded, it doesn't support my custom stuff but its 61 FPS on ~12,2ms (WebGL1)
Olivier Biot
@obiot
I thought you were using Chrome ?
Fabian Faßbender
@geNAZt
i am
but you asked me to try a different browser :D
Olivier Biot
@obiot
Ah you mean Edge other than Chrome, got it :)
Fabian Faßbender
@geNAZt
i will try firefox now and see what it tells me
yikes
43 FPS with around 18ms render times
Olivier Biot
@obiot
Wow that’s bad
With WebGL on the latest 8.0 version ?
Fabian Faßbender
@geNAZt
yes
Olivier Biot
@obiot
I noticed you use me.Text in your example, that’s just a performance killer in webgl
Fabian Faßbender
@geNAZt
and firefox managed to bring chrome down
Olivier Biot
@obiot
Ahahah
Fabian Faßbender
@geNAZt
chrome_ObLAugu4LR.png
chrome_VhDB51h3Ff.png
i had the website open in chrome and firefox
and firefox crashed the GPU
and chrome NOPE'd out
:D
Olivier Biot
@obiot
😅
Fabian Faßbender
@geNAZt
well so edge, firefox and chrome have the same behaviour, all cap at 60 FPS
Olivier Biot
@obiot
I’ll give >60fps a try tomorrow morning to see
Too late now, already 9:30pm here
Fabian Faßbender
@geNAZt
should i open a issue for it?
Olivier Biot
@obiot
Sure why not, at least to be sure melonjs allows it and that there is no hardcoded 60 limit somewhere
Fabian Faßbender
@geNAZt
It seems that requestAnimationFrame itself is limited by vsync
honkmother
@honkmother
@parasyte any idea why NSFileManager.DefaultManager.SetAttributes would segfault on me?
getting desperate here
Shahbaz ali
@ItsShahbazAli_twitter
Hello Anyone there? I need some help