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About st0n3vn

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  1. Update: A colleague of mine accidentally found while testing on a dual-monitor system that the issue was actually experienced only on a 144hz monitor. As he moved the browser to his second 60hz monitor, tweens were running ok. The PC I had the issue on was with AMD's FreeSync enabled and running at 120hz. Once I reduced those to 60hz, tweens were fine as well. I actually never gave it a thought that screen refresh rates can have an impact on tweens.
  2. I've just discovered this issue as well. Still no workaround? Edit: I just found out that the onDown event works correctly on Edge and is a viable alternative. Previously I had a check in update where I listened for pressed input such as: // if (this.cursorKeys.left.isDown && this.inputReleased) { // do something} This was bugged for me on Edge as OP described. However, manually assigning an arrow key and triggering an onDown event works okay for me. For example: this.leftKey =; And then the binding: this.leftKey.onDown.add(() => { // do something });
  3. Actually, autoadjustment for daylight saving time will only trigger this once per year since the issue is with rolling back a clock, not forward. However, a player can manually change their PC clock for some reason. Also, I haven't tried yet waiting for an hour because a standard full session in these games will most likely continue not more than 30 minutes before starting over. I will try out what you suggested, thanks a lot!
  4. Hello, I just encountered the following issue. In two different games I am using two ways of updating the game time shown in the UI - a timer and a timed event. I've just discovered that changing the PC's clock by -1 hour (say it's 10:00 AM, I roll it back to 9:00 AM) causes the updating to stop. This issue is not present if I roll the clock forward (from 10:00 AM to 11:00 AM). I found a way around this by using setInterval and clearInterval, but I'd like to know if a Phaser internal fix or workaround exists, or maybe if I need to do something differently. Here is the case when using a timer: private startTimer(): void { this.gameTime = 0; this.timer =; this.timer.loop(Phaser.Timer.SECOND, () => { this.updateTime(); }, this); this.timer.start(); }; And here is the case when using a timed event in the second game: this.timeElapsed = 0;, () => { this.updateTimer(); }, this); Both calls are made in the play state's create function. This is on a Windows 10 PC.
  5. Thanks for the reply. Well the thing is, this behavioral issue is the same across all 10 puzzle games, which use various tweens. I don't really know what block of code to post as a showcase since something as simple as tweening the y position of a sprite from its current position to 50 pixels below happens notably slower than intended (for example, I've set a duration of 200 ms and it visibly happens much slower, about two times slower). The PC in question has the latest drivers for its components and the latest Chrome and Firefox versions. I too guess it's something hardware related and don't think I'll spend more time into investigating further for such a rare occurrence. Just wanted to check if anyone has any knowledge on the matter and maybe for other people affected to know such an issue exists.
  6. Thanks for the reply. This, however happens across multiple games and on a single specific PC. Furthermore, in most of the games the core logic is triggered by event listeners, nothing is in the update really.
  7. Further testing revealed that the same issue is experienced on Firefox. I forgot to mention that the PC is running Windows 10, and if it's of any importance, it uses an i5 4570 CPU with an R9 290 gpu.
  8. Hello, I've recently encountered a very strange behavior on a specific PC. I've been testing about 10 Phaser puzzle games, which use various tweens for visualization. I've played the games on quite a few desktop PCs, including a Mac, and more than 10 different mobile devices, Android and iOS. On only 1 of the PCs all games exhibit an aberrant behavior where tweens seem to be running slower than their duration states. I couldn't find anything in the Internet about what could cause this issue. Even a simple alpha tween with a certain duration, no delay and autostart is acting weird. Phaser 2.4.6 is used. The issue is experienced in Chrome, currently the latest version, but I've noticed this behavior in earlier versions in the past months. On Edge everything runs as intended. If anyone has any idea or solution, please share.
  9. Bump, I am experiencing this as well. Works fine on android but having this issue on an iPhone 6S and Mac mini.
  10. Hello all, I was wondering, is there a way to change the used renderer at some point after the game has been created.
  11. Thanks for the cool method, lewster32, it is awesome. It works perfect on Chrome, Firefox and Edge on Phaser 2.4.4. For those of you using TypeScript, here is the code: private tweenTint(spriteToTween:Phaser.Sprite, startColor:number, endColor:number, duration:number):void { var colorBlend = {step: 0};{step: 100}, duration, Phaser.Easing.Default, false) .onUpdateCallback(() => { spriteToTween.tint = Phaser.Color.interpolateColor(startColor, endColor, 100, colorBlend.step, 1); }) .start() }; You can also add an onComplete event at the end to nullify the colorBlend object (I am not sure whether it is fully removed from memory).
  12. Yes, my question is whether you can somehow use a tileset in .json format in Phaser. The reason I would want to do that is because Tiled allows you within the program to create tilesets from images where you import an entire image and then you can use that image as a single element not split into many different tiles. Sadly, Tiled currently allows you to export such tilesets only in .tsx and .json formats.
  13. No, the link you have provided explains how to add a tileset as a .png. The .json that was loaded is the map itself. My question was whether you can load a tileset as .json, and if you can, what the process is.
  14. Hello all, I am pretty new to game development (and programming as a whole) and same goes for Phaser. Please excuse me if the question I am about to ask has already been answered somewhere, but I haven't been able to find a solution. So, me and some friends have been trying to make a relatively simple platformer game using Tiled. The creation, usage and importing of standard tilesets hasn't been a problem (thanks a lot for the thorough example section). However, we've encountered a problem when we create tilesets from images within Tiled, which can then be exported in two formats - .tsx and .json. Now, from what I gather, the .tsx format is a Tiled-specific format used to import the given tileset in a separate Tiled project as an external tileset, so I guess that can't be used in Phaser. The .json option was added only recently with the latest version of Tiled (I think) - 0.14 - and I couldn't find info of whether I can use that in Phaser. So my question is, can a .json file be somehow used for a tilemap in a way similar to how you add .png tilesets with the map.addTilesetImage function? Thank you in advance!