themightyfingers / mightyeditor Goto Github PK
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License: Other
Home Page: http://mightyeditor.mightyfingers.com
License: Other
Instead you could add menu on right click where asset could be changed
Possible solutions:
Somehow the key D has stopped working in the text editor, checked with two computers. Could maybe have something to do with the recent changes in shortcuts?
Sometimes, it's handy to have base movie for another movies
as mentioned here #47
Error message says "Uncaught TypeError: Cannot set property metaKey of # which has only a getter" and errors at Events.js:232.
editor should keep correct file names for atlases
To be able to select several layers in the panel tree view and then apply a keyframe to all these with a button* (and / or [SPACE] key). *Could be that 'set keyframe' button that is top left on the timeline at the moment.
Publishing as a npm module would be great. I can help if you guys are interested.
noticeable on large maps (more than 200 objects)
while copying with alt + drag seems to perform much better
Add upload progress bar or progress notification - while uploading something
Following scenario:
I animated things within ME and it looks good. After export or open Game, the animation appears much faster.
I assume that maybe hast to do with browser performance or something?!
At the moment I adjust the fps to achieve more or less the speed I want, but of course that is not the most accurate way...
Add custom properties to objects
http://www.html5gamedevs.com/topic/12557-changelog-atlas-and-autocomplete/
"Speakinig of the asset preview panel, I'd have a suggestion for improvement. All the different frames/sprites of a sprite atlas are now displayed next to each other in tabs. It would be more readable if they would be underneath each other. Maybe like a list on the left side of that panel."
I'm on Windows 7. Attempting to upload assets by clicking on the gear in the top right of the screen followed by the upload file
or upload directory
options gives issues.
Chrome - file browser window appears, clicking Ok (with file/directory selected) does not import anything. Drag and drop from the folder does work.
Firefox - same as above, but drag and drop doesn't work either.
IE11 - nothing happens
This is both running from install on your website and on a local server. Sorry I don't have more time to check this out, hopefully it's reproducible.
Add time interpolation curve between keyframes.
Basically custom easing function with changeable A -> B
Visually in the editor curve with control points between frames should be enough
Simple shape tool for faster prototyping,
also would be useful to draw physics bodies
I have a tilelayer and in assetPreview panel I am choosing a texture frame. If I click on another tab and then on a map then default texture frame is drawn and not selected one
Hi! I some time experimenting with the creation of editors for pixi. Something can be seen here.
I would like to improve some of the mightyeditor and integrate their own experience. In particular:
However, I would like to work on the project under a free license like GPL or MIT.
This project looks really interesting.
I jumped in just to see what the template looks like, but the "Open Game" button didn't work. In the console, I got the error: Access to 'about::blank' from script denied
at MT.min.js:6:1418.
To reproduce:
Tested in Firefox 35.0.1 and Firefox Developer Edition 37.0a2 (2015-02-16), OSX 10.8.5.
ME seems to realize that there is a new atlas. In the preview the new sprite areas get shown. However the image does not get updated. Also Chrome is getting very busy.
ME runs really slow when I arrange the order of groups within the objects panel.
I can drag a group within one group and it takes about fifteen seconds before it shows the update. I thought maybe turning off visibility of the group and then dragging things in order might work better, but still it's slow.
Text toolbar shows incorrect size ( 32 px) for just created text object - something with pt/px convertion
I was thinking a bit in the way Adobe After Effects handles things. For each layer / sprite the values (x, y, angle, alpha, scale,...) have their own timeline or ability to apply keyframes.
http://s3.amazonaws.com/pbblogassets/uploads/2012/07/Screen-Shot-2012-07-28-at-11.57.07-PM.png
Also the ability to change the easing for all animated values at once, would be nice.
Running on Windows 8 locally using chrome mightyeditor comes up with an error (displayed on console) when one of the javascript script files (such as load.js) is edited. The file is never updated/saved and you end up always having the original.
before deleting something we should check if corresponding panel has focus
Maybe use breadcrumbs navigation style
Cannot select text in the "enter the text" textarea
Many times you want to duplicate groups because you need the same structure and/or elements containing. Discussed also here:
http://www.html5gamedevs.com/topic/13359-reimport-or-reset-spritesheet/?p=79818
It'd be nice to have a function for that. So, for example an icon in the object panel and maybe a shortcut ( shift + ctrl + D ).
As you use fortawesome, I would suggest maybe this icon for now:
http://fortawesome.github.io/Font-Awesome/icon/files-o/
with custom google fonts text gets cropped - probably something with pixi.cache
I stumbled across this today.
In the map editor you can't select transparent elements (transparent png for example). You can drag a rectangle selection around the element and it gets selected or you select its layer in in the object panel. However, once you want to select it with the mouse to drag it to another position, the element gets deselected. Same if you have a graphic with transparent parts. You can only select that when you click on a non transparent part.
might be with space in name - or woff2_comress.. need to investigate
I don't know if my project is too large, but a local instance keeps on crashing with "FATAL ERROR: JS Allocation failed - process out of memory" message. Same thing might happen on online version as well, as I made a local installation as the project kept on crashing there as well. Usually it happens after creating keyframes.
Setting a sprite angle in the editor and then exporting the data results in the angle always being "0"
Add list with scale options:
Phaser.ScaleManager - constants
I'd found it quite helpful, if I could select several Sprites and then change values within the settings panel for all of them at once.
Background / Example:
You layouted a screen or menu or something with several icons in it. And later tween their scale via code. It works, but you realize the anchors should all be set in the center. It'd be handy to switch to ME, select all the icons and just type in the anchors in the settings tab.
Tile Layers cannot be selected. The console prints following error: "Failed to select an object".
The case:
I want to add another graphic element to a spritesheet. I use the same elements as before plus a new one and create a spritesheet (using shoebox). Then update the spritesheet within ME as well as the atlas. Boom! All is messed up.
I assume this only happens when you add new elements to a spritesheet?!
It's definitely annoying assinging all elements again manually.
if old atlas has frames larger that new texture editor fails to work properly - because of PIXI exception:
Uncaught Error: Texture Error: frame does not fit inside the base Texture dimensions [object Object]
after atlas data update everything is fine again,
Editor should check it before pixi -> skip atlas loading and show some info
Copy-pasting keyframes no longer works. Tested online and locally with the latest version. Ctrl+C doesn't put anything to the clipping board.
Need to double check browser cache. e.g. in this issue seems like cache problem: #36
add 1 pixel big graphic to editor and resize it.
option to select multiple frames - for easier frame manipulating.. draggin etc.
I've pulled the code down and tried to start the server locally. However, you've added server/node_modules to the .gitignore file (which is the correct thing to do), however, you didn't supply a package.json so that we can install the required packages.
Please add this file with the correct package list so that we can install dependencies
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