mwatt

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Everything posted by mwatt

  1. Matt, Thanks a bunch. I just took a quick look at Hammerjs and I liked what I saw. I'll have a look at what Phaser provides natively for swipe before I make my decision. However, I like the fact that the hammer people have a nice easy 300 ms click fix and I like the fact that the hammertime library seems to provide mouse or touch equivalents -contextually for the hardware. On the face of it, this appears to be what I was hoping for. Your comments on design are also appreciated and I concur.
  2. Hi all, In the past I've made do with detecting taps on sprites. I'm now looking into a game in which I might wish to use gestures, or do a mixture of detecting taps and other gestures. Ideally any mechanism that provided this for phone would do something analogous in a regular desktop browser that has no touch capability but uses mouse instead. Anyone care to make a recommendation? It could be that native Phase provides enough - but perhaps there is a really sweet add-in out there. If anyone has experience with solid, popular solutions I would appreciate the tip. Thank you, Mike
  3. Hi all, I'm seeing fonts display much smaller on Android devices than I am on Apple devices. I'm using Phaser and Phonegap. On Android, I add Crosswalk to the mix. Can anyone explain this and tell me the best way to deal with it?
  4. Thank you Rich. This answer is complete and unambiguous.
  5. Title pretty much says it all. I'm struggling (still) with my home grown solution for scaling my game at different resolutions. I don't want to go into the gory details, nor necessarily invite links to the similar (but different) solutions that other people have already been so kind as to post... Right now I am seeing odd behavior in the emulator for iPhone 6. It LOOKs like the scaling of a background image might be affecting the scaling of a subsequent image sprite placed atop said background. It's hard to tell because my solution is straining my brain and it's a bitch testing in in xcode environment on an underpowered Mac.
  6. Thanks for the response Raicuparta. Sadly, I'd want Leaderboard as well.
  7. I have recently begun thinking about Steam myself. It seems to me like this is might be the way to go: · Node-Webkit (Native apps in HTML/JavaScript on a runtime based on Chromium and node.js) - https://github.com/nwjs/nw.js/wiki · Greenworks (Steam achievements functionality as well as Steam Authentication methods for JavaScript) - https://github.com/greenheartgames/greenworks .... is that how you did it? ​
  8. Thanks for the input folks. I like Rich's approach and I'll give it a shot. To give a little more background, I have 3 pairs of background images that I want to fit to screen without letter boxing or distortion. There are three pairs because I am supporting 3 aspect ratios: 3:4, 9:16 and 10:16. I need device pixel size to initialize Phaser and to calc the aspect ratio to use. All of my images are quite large but are built to these three aspect ratios. I am using SHOW_ALL and also scaling down the background sprite to match the division of screen pixels / image pixels for each of the height and width. I use mainly device to pixel ratio (size plays a role above a certain threshold) to choose the other game image sizes. I have 1X, 2X and 3X versions of all of those. Naturally these sprites get scaled as well. This is working on desktop but I am getting oddness in the actual devices. I am suspecting that using window.screen dimensions is not cutting it, hence this post.
  9. I wish to be able to detect the size of a mobile screen within JavaScript, before creating the Phaser game object. I'm currently experiencing some issues in this area. I have seen a few different opinions posts and articles about the best way to do this. Some of these posts/articles claim that there is no one good way because of the proliferation of devices and platforms and the poor adherance to standards. A couple of obvious options come to mind: * window.screen.width and window.screen.height * window.innerWidth and window.innerHeight. (both of the above in window.onload) There are other tries using document or body properties. Or maybe something else I am unaware of. I suppose CSS Media Queries might be used to piece a solution together. What are the senior, most well-versed people doing out there? What works reliably for all platforms? If Rich is listening, what do YOU do Rich? Thanks in advance if you have a moment to give input. When I go to the wellspring of knowledge that is here, I almost never come away thirsty.
  10. You might be experiencing errors. Are you able to debug and view the console while running IE? IE, though much improved beginning with around version 9, still has many support issues with what is otherwise "standard" JavaScript/CSS. Out of interest, you might try running in the new Microsoft Edge browser which has pretty good compliance. You'll need Windows 10 do to that though.
  11. Just scanned this thread, didn't read it carefully. But I did see Android and performance issues. Somebody recommended Crosswalk. I can confirm that this helps tremendously. Apple is still faster, but Crosswalk on Android closes the gap to a large extent.
  12. If you are using Phonegap/Cordova, performance is pretty good on Safari. It's decent on Android if you use Phonegap/Cordova and throw in Intel's Crosswalk. Otherwise, there are a couple of different envelopes you can use to improve performance but you will have to tweak your code some to do that.
  13. Have you done any comparative performance analysis on your collision detection... say for a circle, vs. a simple square that one might code up? I do a not very complicated collision detection within my game in the Phaser update function, but I'd much rather use a circle. However, performance is extremely important in update....
  14. It has been claimed that Edge supports wav file format. I can't hear wav files play in my Phaser game when running in Edge though... Anybody else successful with this?
  15. These kinds of things are always worse than one thinks. You are going to introduce a lot of bugs. To me, this seems worthwhile only if Phaser 3 is quite far out on the horizon - like a year or more. Otherwise, work on Phaser 3 and forget about this is my advice.
  16. I'll throw in three more: * Family * Bunch * Collective I don't care for pool because of the other software usage for it.
  17. In my game, I get "jitter" using Chrome. I get almost no "jitter" using Canary. My expectation is that whatever they have done in Canary to fix the vsync problem will make it to Chrome eventually. I admit though, they seem to be taking their sweet time about it.
  18. Rich, it is fixed with the latest dev build. This can't been said enough, and I feel confident in speaking for the rest of us here, in saying that your accessibility, energy and creativity are phenomenal. Thank you so much for all that you do.
  19. Will do Rich, thank you! It's going to be a while before I can let you know - I'm stuck in my day job for a few hours.
  20. I need to alter my original description of the problem. I had reported that through the BROWSER on a mobile device, that 2.4.1 was working properly for my game, but that is false. We probably hadn't flushed cache when we incorrectly "noticed" that. Bottom line is that it does not run on mobile (at least, not on Apple iPhone or iPad) at all. I believe this is consistent with what the other fellow was reporting.
  21. Rich, The new 2.4.2 dev build does not fix the problem.
  22. Working on that right now Rich. I've downloaded and rebuilt the latest dev version. I added this newly built file (I used the minified version) into my project. My partner does the release builds. I have contacted him and asked him to try it with this new phaser.js version. He told me that the problem is also seen in the emulator so it should not take too long, once he can get to it.
  23. So, this is potentially a 2.4 Phaser issue, though I doubt it since nobody else is squawking. Nonetheless, since 2.4.1 is pronounced "live", and because it might must be an issue on my side, I'm posting this on a new thread, not the 2.4 announcement thread. So here's the deal. My game works fine in the browser - both on desk top and on target mobile devices. However, when it is packaged up as an install with Cordova (phonegap) and stuff, it does not work. The failure mode is that touching sprites with events assigned does not generate an event. My partner and I suspected some build or source issue on our side, but after some investigation, could not find a problem. So we decided to try swapping the old phaser version (2.3) back into the solution - and things work properly again after doing so. Any ideas? Edit: I just now noticed that this same issue was posted by Apoptyzm in another post, so I guess it isn't just me. Rich, please let me know if I can provide anything else in terms of source. A test case might be hard to create, since it only happens via Cordova for me.
  24. I use a "dialog" methodology. It's a div that is typically very low in the z-index with alpha of zero. When I want to display it, I bring it to the top of the z-index, higher than the canvas. If you are looking for a complex HUD that constantly displays I guess you can do that too, but you'd have to size your canvas appropriately I suppose.