Mathieu Anthoine

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Everything posted by Mathieu Anthoine

  1. Hi OadT, minimal-ui is iOS specific but it shouldn't avoid the game to play. Can you test this url: http://www.yamago.com/site/html5/flambe/streakerDebug and paste me the last line of the console.log before it stops ? Thank you.
  2. Thank you Totor for the test, interesting to know how it plays on one of the worst device for games :\ It could be really interesting to test with the same device the day you swap to iOS 7 For the complete game, you can try the Flash version (button Full version) and you would understand the rules, here is only a simple technical demo.
  3. Here is a Demo of Yamago Streaker game made in Flambe. http://tinyurl.com/streaker-flambe Feedbacks on different devices or Desktop browsers are welcome. You can tap or click on the FPS counter to get more informations (WebGL support for example or type of assets used by the device, HD, MD or LD). Thanks
  4. Updated on this version : http://yamago.com/si...l5/streaker150/ It seems better even if I have the feeling that it's not as smooth as the 1.4 but it's really difficult to appreciate, the background is as smooth as the 1.4 version (it wasn't before your fix) but the main character seems to hiccup a little bit.Hard to say, maybe someone can complete the test. Good job anyway
  5. After reading more stuff I realise that my question is a bit out of purpose. In fact use pixi with flambe would be only useful if I just export to html5, then it's not interesting to use Flambe in particular. And if I focus only html5, I can use pixi with Haxe without problems with the extern lib I have posted in the previous message. So finally I have my answer :|
  6. Hi, The studio I work for, has more than 12 years of Flash experience, we have our own Framework that works very well and that we have ported on different technologies (ActionScript/Flash/Starling/Stage 3D /Cocos 2DX / Unity...). This Framework is obviously linked to our workflow and it's the reason we want to keep it as it is for the whole team, in particular the graphic team. We have ported this framework on HTML5 using TypedScript for the code and Pixi.js for the rendering engine. Some of our clients use Flambe and HaXe, so we need to ported our Framework to these. As Pixi has a really good reputation in terms of speed, I would like to know if some people have experienced the same speed with Flambe (Canvas or WebGL) ? If it's not the case, can we plug Pixi on the Flambe/HaXe framework to have the benefit of a solid language (HaXe), an easy multi support framework (Flambe) and the speed of the rendering Engine (Pixi) ? I didn't see a lot of informations on that on the internet, just this library ( https://github.com/regniraj/pixi.js-haxe-extern ) but that has alas not a lot of activity since one year, that is not a good thing I think. Mat ? Aduros ? or someone that is in the same situation ? Maybe you can clarify my interrogations ? Thanks in advance
  7. Here are 2 new demos: With Pixi 1.5.0: http://yamago.com/site/html5/streaker150/ With Pixi 1.5.0 + setTimeout instead of requestAnimationFrame : http://yamago.com/site/html5/streaker150_timeout/ The version with setTimeout freeze totally on my Nexus and works as the other well on Desktop Hope it could help.
  8. Hi Mat, I think it´s a bit of each, fps are an average of 22fps versus 60fps on 1.4 but there's also some variations, it isn't very stable. Ask if you want me to do some special tests. Don ´t hesitate to send me some tweaked pixi.js if you want me to check.
  9. Here is the two demos : With Pixi 1.4.2: http://yamago.com/site/html5/streaker/ With Pixi 1.5.1: http://yamago.com/site/html5/streaker15/ On Android Nexus 7 2013 in Chrome browser, the animations and the background are smooth with 1.4.2 (60fps) but hiccup in 1.5.1 (22fps) No problem with canvas rendering or on Desktop. Mat ? Have you some ideas about this weird behavoir ? Thanks for your help
  10. I have created two PIXI.Sprite and addChild only the first. If I removeChild the second (that is not added), it removes the first one. Reproduced only on Android devices. Is it a known bug ? Thank you
  11. Hi, Here's some personnal tests you can look at on any devices or on Desktop: http://yamago.com/site/html5/mathieu/ The viewPort is scaled as I explained in a previous post. Assets are related to resolution and HD, MD or LD version are loaded. As the "world" clip always keeps the same coordinates inside because it's the only container that is scaled to fit the screen, positions and all parameters linked to positions don't need any modification. The only thing you have to do is to change the scale of the assets related to the choice of resolution (HD, MD, LD). Whatever, I decided to stop using Phaser and return to an home made framework based directly on Pixi.js This framework is a JS version of the AS3/AIR or cocos2DX framework of my studio. I know that there's some problems with Cocoon JS or PhoneGap to get the good informations to scale or modify the viewPort but at the moment, I'm more interested in browser based HTML5 projects.
  12. Ryuuke, the safe zone is the minimum zone I want to see on all devices. You can choose the width and height you want. In my case, the minimum zone is based on an iPhone 4 screen that fit to an iPad Retina device.The iPad retina is 2048x1536, if I scale an iPhone 4 resolution to fit the iPad I have 2048x1365.This size allows my graphic team to create graphics at the larger scale possible (even if now some Android devices have larger dimensions than iPad Retina) and always provide HD graphics if necessary. But like I said, you can chose the size you want for safe zone. Yes you can: var world= game.add.group ();world.scale.setTo (lGameScale,lGameScale);world.x=(game.width-SAFE_ZONE_WIDTH*lGameScale)/2;world.y=(game.height-SAFE_ZONE_HEIGHT*lGameScale)/2;var sub=game.add.group();world.add(sub);sub.x=300;sub.scale.setTo(2,2);var animal=new Phaser.Sprite (game,-50,200,'animal');sub.add(animal);and it works like DisplayContainers in Flash.
  13. You have to use Phaser 1.1.4, there was a bug about group scale in Phaser 1.1.3
  14. About retina display, you use: // get dimensions of the window considering retina displaysvar w = window.innerWidth * window.devicePixelRatio, h = window.innerHeight * window.devicePixelRatio;and ShowAll to scale. I use: var lScale = Math.floor(10 / window.devicePixelRatio) / 10;document.write('<meta name="viewport" content="initial-scale=' + lScale + ' user-scalable=no">');Therefore window.innerWidth and window.innerHeight have the real values, for example width 2048 on iPad 3 and not 1024. Do you know if it's the result in term of performance is the same ?
  15. Hi StarNut, You're right, use innerHeight and innerWidth as the game's dimension is the good way to fill the browser entirely. In fact what I wanted was to fill the browser AND have a coherent coordinate system to organize the assets on the different devices. So I defined a safe zone, the minimum I want to see on all the devices and create an extra container for my game that help GUI and IG screens to be consistent. Here's my code: var game = new Phaser.Game(window.innerWidth, window.innerHeight, Phaser.AUTO, '');const SAFE_ZONE_WIDTH=2048;const SAFE_ZONE_HEIGHT=1365;var lGameScale=Math.round(10000 * Math.min(game.width/SAFE_ZONE_WIDTH,game.height / SAFE_ZONE_HEIGHT)) / 10000;var world= game.add.group ();world.scale.setTo (lGameScale,lGameScale);world.x=(game.width-SAFE_ZONE_WIDTH*lGameScale)/2;world.y=(game.height-SAFE_ZONE_HEIGHT*lGameScale)/2;After that, all my Sprites are attached in the group named "world" that provides the same coordinate system whatever the devices, and a coherent origin point.
  16. Hi, I'm also new to Phaser. StageScaleMode is very powerfull and setShowAll seems close to perfection but... Is there a solution to manage a full fill of screens that have an aspect Ratio similar but not the same proportion, like iPhone 4 and 5. If I create a game object with a 960x640 size and I don't want to stretch the graphics or have black strips on left and right of the iPhone 5. what is the best way to manage screen ? Do I need to think of the larger screen for the game object ? 1136x640 and use the setSize method to force heigth to always be 640 ? The idea is to always have a game that fill the entire screen. The positions of the differents objects in the GUI or IG would be manually managed by me after that. But in the case where I start from the bigger size possible and have a game size that is bigger than the canvas size, will I have performance issues on the smallest device ? Is it the best way to resolve the case I described ? Thank you for your help.
  17. Hi, I'm new to Phaser. My background is more ActionScript than HTML5. I try to do some behaviors close to nested MovieClips but Phaser Sprites don't seem to work like DisplayContainer in Flash. So I tried to use a group, add a sprite in it and play with alpha, rotation and.... scale. Scale doesn't seem to work as expected, it's why I reply to this post. I have seen that the "bug" Fricken Hamster has noticed is fixed in the Phaser 1.1.4, so I downloaded the phaser.min.js 1.1.4 and tried again but it doesn't seem to work. Maybe I did something wrong, here is a part of my code: var world= game.add.group (); var grid=new Phaser.Sprite (game,0,0,'grid'); world.add(grid); world.scale=new Phaser.Point (0.5,0.5); Thank you for your help.