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About Befive.Info

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  1. @breed Thank you! That is really easy. I do not need any calculations by using the method. That single line takes care of the rest. All I have to do is to place the tiles in order.
  2. @samid737 Thank you for sharing your insight
  3. Sorry if I understood incorrectly. excerpt code from my game: can it be a hint?
  4. Thank you!
  5. Hello Thank you very much for checking out! >>reels will stop and don't align properly Could you please explain further? Perhaps it looks like this? I would really like to know if there is anything confusing so that I can improve the design skill. Thank you in advance! I just updated the page. Please clear cache:
  6. It is weird. I just came across the problem just yesterday. If I used the game.stage.width / height to specify width and height of tilesprite in the same stage where a mask is used, the mask is canceled: Game.add.tileSprite(0, 0, Game.stage.width, Game.stage.height, 'pattern_cloud_wave'); So I had to change as follows: Game.add.tileSprite(0, 0, Game.width*2, Game.height*2, 'pattern_cloud_wave'); I have no idea why that is happening.
  7. Are you guys perhaps using tileSprite and seeing the problem on OSX Safari? Just a question.
  8. Hello everyone! I recently finished my first Phaser JS game after experimenting html5 / css game on a similar theme. LINK to the game page: Thank you for your attention! Game Screenshots:
  9. It now works in the recent update, Chrome Version 57.0.2987.98 (64-bit). Phaser can now disable WebGL support automatically.
  10. Hi, @Regis Can you update your Chrome browser and relaunch the game page? My current Chrome version is now Version 57.0.2987.98 (64-bit) Phaser can now disable WebGL support in Chrome so that games work at least. But WebGL examples stopped working in Chrome on my Mac after the update: (it still works on Safari though)
  11. @Regis Did you send a feedback to Chrome? I have already done a couple of time. Are other WEBGL demos working for you? And what is your Mac model? Mine is Macbook Pro 15' Early 2011. For example some of WEBGL demos listed at are not working either.
  12. I posted a while ago. The issue might be relevant:
  13. Thank you for a reply. I am using Macbook pro early 2011 with AMD GPU, which might be the cause. I checked up the demo in Canary just now. It appears that WEGGL is disabled in Canary while the same demo above in the Chrome indicates that the game is booted with the WEBGL support. Here is a thread supposedly referring to the issue:
  14. @MichaelD I just requested a pull at your repo. I hope that I did alright since this is my first pull request. The alwaysOn option sounds a bit funny but it was the first name I could think of. I am using the option like shown in the attached gif. Thank you and wish you a nice Sunday!
  15. @MichaelD Thank you for a reply. I have one more thing I wanted to try, which I wonder if it is possible to add drop shadow... I will research a bit on it. If will pull request later today regardless of whether I could find how to add drop shadow, (update: I could not really find a way to blur bitmap, so I could not add a drop shadow).