rich

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rich last won the day on January 26

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About rich

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  • Birthday 08/12/1975

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    http://www.photonstorm.com
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    richard.davey

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  1. No idea then, works fine here. If it's really CDN related, check it isn't a geographical problem. I.e. only borked for your country, not for others.
  2. The SDK URL is wrong. It should be all lower-case for the filename: https://connect.facebook.net/en_US/fbinstant.6.2.js The URL you posted above (https://connect.facebook.net/en_US/fbInstant.6.2.js) gives me a 404 component error. The correct one, with the lower-case i, works.
  3. Matter is like P2. Impact is like Ninja. There is no 'multi'.
  4. It's an old thread, but just wanted to say this game is lovely URL appears to have changed, now playable here: http://zelcard.000webhostapp.com/games/games/Underworld Chaos/index.html (really should upload to Itch.io or somewhere more reliable!)
  5. You need to use a version of Phaser that actually has this command in it. 3.11 is too old.
  6. The reason you're struggling to research what features are required for hosting an html5 game is simply that there aren't any. If the provider can host a web site, it can host an html5 game. So, all you really need to do is look at what hosting features you want your site to have and your game gets them too. DO has "Spaces" which is basically S3 with a built-in CDN. You could use that to handle the game assets and let the droplet serve the game code / wrapping html. They also have load balancing, but if there's no server side component to the game then you only really need this if your droplet starts to get hammered too much. And if all it's doing is dishing out some html and a bit of js, it going to be able to handle a lot as it is.
  7. Do you actually need to host the game yourself? I only ask because most of us have our games published by other sites (or onto Facebook, etc) so they deal with all the hosting. Game Distribution, Cloud Games, etc all do the hosting. The waters get a bit murkier if you're building an IO game though. DO would be perfect for most needs. It scales massively. Unless you're planning on creating a hit to equal Fortnite, I suspect they could do with anything you throw at them.
  8. You're complaining that a link posted 4 years ago no longer works?! Yes, it works on IE. Including IE9. Although of course, WebGL doesn't, because IE9 doesn't and never has supported that.
  9. In 3.15: this.input.on('pointerup', function (pointer) { var duration = pointer.upTime - pointer.downTime; }); In 3.16: this.input.on('pointerup', function (pointer) { var duration = pointer.getDuration(); });
  10. A RenderTexture would work if you save it to the Texture Manager (via saveTexture), but a CanvasTexture might be a lot easier as they're automatically saved to the Texture Manager, so are globally accessible by default.
  11. You can do this already using a CanvasTexture. There’s an example of doing just this with a blitter in the labs.
  12. That’s missing the point of how the blitter object works internally. When you tint, scale or rotate a sprite the underlying texture is never changed at all. It’s modified by sending all that extra data to the shader. Blitters bypass this step entirely. They dump the raw texture data out directly. If you want to scale the texture, or rotate it, do it in an art package, or don’t use a blitter.