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  1. rsdfsdfsdf

    Micro stutter

    What for? I think I may not have explained myself. I'm having the same issue this person had: More people talking about it: Example: So, basically, if the camera scrolls up and down, you are ****ed. So imagine a game with no camera deadzone (the example below has deadzone) and a camera locked down on the player. And if, on top on that, your sprite is a physical arcade object with bounce properties, then you're really really ****ed, and if, on top on that, you load your map tile by tile (loadTile) instead of using tileDNIGHTMARE, then you don't want to know the effects that this combined fruit salad will have on your mental health. The sprite will shake by itself on some tiles. The true milkshake of the death. Load an invisible sprite with integer movement and make the camera follow it? MY ASS. The Phaser developer knows about this fact, he just doesn't know how to fix it. I'm done. Waste of time 10/10.
  2. rsdfsdfsdf

    Micro stutter Here, for example. Press F5 and pay close attention to "local gravity" row. You will notice a stutter little after it starts to fall.
  3. rsdfsdfsdf

    Micro stutter

    Actually I can see it too in the examples from . Whenever there's a sprite moving fast, it happens.
  4. rsdfsdfsdf

    Micro stutter

    Why does it happen? It's not my computer. It's not my antivirus. It's not my browser nor my drivers. Every 10 seconds or so, whenever i'm moving or jumping I get a small but noticeable stuttering. Happens in both WebGL and Canvas, both Chrome and Firefox. Fps meter remains at 60. function create() { cursors = game.input.keyboard.createCursorKeys(); game.stage.disableVisibilityChange = true; game.physics.startSystem(Phaser.Physics.ARCADE); game.add.sprite(0,0,'sky'); rocks =; rocks.enableBody = true; someText = game.add.text(16, 16, 'pffffff', {fontSize: '32px', fill: '#23238F'}); //ball ball = game.add.sprite(32, - 150, 'ball'); game.physics.arcade.enable(ball); ball.body.bounce.y = 0.2; ball.body.gravity.y = 800; ball.body.collideWorldBounds = true; ball.animations.add('left', [0,1,2,3], 10, true); ball.animations.add('right', [5,6,7,8], 10, true); }; function update() { game.physics.arcade.collide(ball, platforms); game.physics.arcade.collide(enemies, platforms); ball.body.velocity.x = 0; myx = ball.x; myy = ball.y; if (cursors.left.isDown) { // Move to the left ball.body.velocity.x = -150;'left'); myanim = 'left'; } else if (cursors.right.isDown) { ball.body.velocity.x = 150;'right'); myanim = 'right'; } else { ball.animations.stop(); ball.frame = 4; myanim = 'stop'; } if (cursors.up.isDown && ball.body.blocked.down) { ball.body.velocity.y = -555; } if (ball.body.velocity.x > 0 && !ball.body.blocked.down) { ball.animations.stop(); ball.frame = 6; myanim = 'airright'; } if (ball.body.velocity.x < 0 && !ball.body.blocked.down) { ball.animations.stop(); ball.frame = 3; myanim = airleft'; } } };