Jorasso

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About Jorasso

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    http://html5.fureyegames.com
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    @jorasso_com
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    jorasso

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  1. Are you sure you didn't turn on Battery Safe Mode when trying Cordova?
  2. CocoonJS is dead: https://blog.cocoon.io
  3. Sometime ago @rich wrote a post on the topic: http://www.photonstorm.com/phaser/phaser-coding-tips-8
  4. Try to open new window from mouseup event, instead of mousedown. It used to work for me on iOS.
  5. Thank you, that makes a lot of sense. I assumed that the pauses I see are impossible to avoid, never thought about second WebSocket
  6. Can you tell a little bit more how such technique looks like? Is it supposed to prevent ping spikes I sometimes see in my WebSockets experiments :)?
  7. I am a fan of this series I am not sure if I followed it properly, but it seems to me that demo with only one player shows nothing. If you set 1000ms delay and 50% packet loss, does it still look great in such demo? I would love to see this in action with two players. And how the second player sees the movements of the first player. So simply two windows next to each other.
  8. I was interested in this some time ago too and from what I have found you can't. It is not that Sketchfab used some Facebook's features to embed their content into Facebook post, but Facebook add a feature to show Sketchfab scenes like you can see in users' posts. Some time ago there was something like Games Feed (if I remember the name correctly). You could embed Flash content in very similar way. But also not possible anymore.
  9. That would be the best... I have a feeling that @ben0 was cheated by lazy developers who simply copied someone else work and he has no idea what is going on... I can't believe that MarketJS as market leader would do something like this with full awareness.
  10. Oh, that is really sad that MarketJS became something like this.
  11. Just read the first post and everything should become clear
  12. There is a problem in PIXI and RenderTexture on Android 4.1 while using WebGL. I bet that text at some point is cached with RenderTexture. Try to force canvas to see if then it works.
  13. OP seems to be interested in Panda build-in physics system. Take a look at Flying Dog example, it uses Panda's physics and you can see there how to use it.
  14. Browsers has limit for texture's size. If you want your game to work on mobiles, you have to keep all textures under 2048x2048, or even 1024x1024 for older devices. Then in the game, you can build from them your huge background