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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/typescript/lib/lib.d.ts(5603,11): error TS2320: Interface 'AudioContext' cannot simultaneously extend types 'AudioContextBase' and 'EventTarget'. Named property 'addEventListener' of types 'AudioContextBase' and 'EventTarget' are not identical. Am I doing something wrong? Is this a bug with babylon 2.5? Does anyone have an example gulpfile.js (preferably with browserify+tsify) that compiles their TypeScript game successfully with a recent version of Babylon? I don't know if it's relevant but here is my gulpfile.js: 'use strict'; var gulp = require('gulp'); var ts = require("gulp-typescript"); var sourcemaps = require('gulp-sourcemaps'); var paths = { ts: [ 'babylon.2.5.d.ts', 'game.ts', ] }; gulp.task("ts1", function () { return gulp.src(paths.ts) .pipe( ts({ module: 'amd', target: 'es5', declaration: false, sourceMap:true, removeComments:false, out: 'dist' }) ); });
  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 inkscape or illustrator. Let's see the case of Unity, a common setup is to use the Unity editor to manage assets, create the scene, export, etc... but to code the logic is recommended to use MonoDevelop which is an external tool. With Phaser Editor it is similar, you can use this tool to manage your assets, search API doc with Chains, optimize png images, create texture atlas, audio sprites, test/modify the Phaser examples, and at the same time you can edit the JavaScript files in the editor of your choice just like you do every day. In this post and video I show you some tips to get advantage of Phaser Editor when you prefer to code in your favorite editor.
  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 feedback feel free to tell me and I will update the package with the best way of the output, also the repo is on Github So if you wan't to make the process faster do a pull request .
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