freaker

Members
  • Content Count

    12
  • Joined

  • Last visited

  1. The dissapearing sprites issues it's happening to me on iOS, actually on an iPad2. So I guess it's not depending on the OS. It has to be either a bug of some sort on cocoon or a bug on pixi or phaser. But it's not OS dependent.
  2. freaker

    Spine support

    crap... I would love to use Spine on Phaser... :-/ so... only manual skeletal animations :-/
  3. Yes I know that topic, but didn't think that the image loading problem was related with the particles. BTW, thank you for that topic and for looking and tracking down this problems. I will try to help if I can...
  4. BTW.... I've just remembered that I had the same routine to scale the screen done with the previous version of Phaser and it actually scaled the WebGL screen properly.... so I think something has changed from one version to the other that makes the WebGL rescaling not work as before... Scaling the page like this worked with WebGL: const SAFE_ZONE_WIDTH=1200; const SAFE_ZONE_HEIGHT=900; var game = new Phaser.Game( SAFE_ZONE_WIDTH, SAFE_ZONE_HEIGHT, Phaser.AUTO, 'game_div'); game.stage.fullScreenScaleMode = Phaser.StageScaleMode.SHOW_ALL; game.stage.scale.setShowAll(); game.stage.scale.pageAlignHorizontally = true; game.stage.scale.pageAlignVeritcally = true; game.stage.scale.refresh(); now it doesn't (I've done the changes to make it work on Phaser -basically changing the calls from game.stage to game.scale)
  5. I will take a look to your suggestion, you might be right on that... Oh! and if you find what's wrong with the particles on CANVAS, or you find a fix and you post it in the forums it would be great thanks.
  6. I have all my assets in retina resolution at this moment. Downscaling them it's my only solution at the moment. I can't think on any other solution - I don't want to rescale all the graphics- Actually the game runs very well on the iPad2 as I said, with the rescaling in CANVAS. If WebGL is broken in cocoon.js then I don't have a problem with it, I can stick to canvas as it's giving me 62fps with no trouble at all... but I have to find out why the particles are not shown on CANVAS. I might try tonight at home to debug the particles routine on CANVAS and try to see whats wrong... but as I said I'm a newbie on this framework so any help would be great... If you are going to take a look to the particle's problem, just try with the examples from Phaser.js. The Diamond burst. I tried it, and it's shown on WebGL but not on CANVAS.
  7. At the moment I'm doing it on Canvas mode and I get 60 frames per second on ipad2, and on the computer browser. I might loose some processing power, but my game is a simple one and I don't mind to loose some processing power in favour of having a crisp looking game on a retina screen. So, having this in mind, I would like to know if there's a way of downscaling properly a screen. Well... actually it works in Canvas, but not in WebGL in cocoon... that's the main problem for myself. Why is so important WebGL for me? Because I have to use some particle emmiters on my game and there seems to be a problem with particle emmiters on Canvas-Cocoon.js (they don't work). Being not the case I wouldn't mind to use only canvas for my game....
  8. I'm having a lot of trouble with Phaser.js scaling on iPad using Cocoon.js since Phaser 2 came out. My goal is to make a game that works on the iPad retina display at 2048x1536 resolution and my game assets are being drown with that resolution in mind. My idea was to build the game at retina resolution and scale it down to the other device displays. I've tried with different code to set up the screen as I want it, but they most I've done is to make the game scale properly on Canvas but not on WebGL. On WebGL it doesn't work (the same code) At this moment this is the code I've had the best results with (taken from the excelent post: http://www.html5gamedevs.com/topic/1380-how-to-scale-entire-game-up/?p=27378 I set up my game like this: const SAFE_ZONE_WIDTH=2048; const SAFE_ZONE_HEIGHT=1536; var game = new Phaser.Game(SAFE_ZONE_WIDTH, SAFE_ZONE_HEIGHT, Phaser.CANVAS, ''); and inside an object I resize it like this: this.game.scale.fullScreenScaleMode = Phaser.ScaleManager.SHOW_ALL; this.game.scale.setShowAll(); this.game.scale.pageAlignHorizontally = true; this.game.scale.pageAlignVeritcally = true; this.game.scale.refresh(); This works perfectly on my browser and on CANVAS in Cocoon.js BUT NOT on WebGL. The WebGL screen is not resized, and everything is out of bounds. I have a few questions: 1. Why does this work on CANVAS but not on WEBGL on Cocoon?2. Is there a way to do what I want or I'm heading in the wrong direction? regards.
  9. I've been investigating more in the issue I have with particle emmiters with Phaser 2.0 and Cocoon.js. First this I found: Particle emmiters are not working on CANVAS rendering mode. I tried with a Phaser.js example and they render on WEBGL but not in CANVAS This is the code I'm testing (the diamond burst code) var game = new Phaser.Game(800, 600, Phaser.WEBGL, 'phaser-example', { preload: preload, create: create });var p;function preload() { game.load.image('diamond', 'assets/sprites/diamond.png');} function create() { game.stage.backgroundColor = '#337799'; p = game.add.emitter(game.world.centerX, 200, 200); p.makeParticles('diamond'); p.start(false, 5000, 20);} If you choose to render into CANVAS, it shows nothing on COCOON.js, so it's not working They work on WEBGL, but I can't use webgl at this moment as I have another problem with scaling that I can't solve and that I will write down on another post (WebGL doesn't scale as CANVAS does) On the game I'm building (I'm just starting) there is a sprite moving on screen with no problem at all, and a particle emmiter attached to it (it's a group). Only the main sprite shows, and the particle emmiter doesn't. If I set it to CANVAS mode I can't see any particles at all. Does anybody have a fix for this?
  10. I've been investigating a little bit more, and it seems my problem is that the screen is not scaling properly and the emmiter is out of bounds... I'm using this scaling routine I found on the forums: game.stage.fullScreenScaleMode = Phaser.StageScaleMode.SHOW_ALL; game.stage.scale.setShowAll(); game.stage.scale.pageAlignHorizontally = true; game.stage.scale.pageAlignVeritcally = true; game.stage.scale.refresh(); that I had to rewrite when Phaser.js updated to this: this.game.stage.fullScreenScaleMode = Phaser.ScaleManager.SHOW_ALL; this.game.scale.setShowAll(); this.game.scale.pageAlignHorizontally = true; this.game.scale.pageAlignVeritcally = true; this.game.scale.refresh(); and it seems it's not working.... I'm a newbie, just starting with phaser.js. Finding what is wrong it might take me hours so if anybody with experience can take a look at how I resize the screen and tell me change this for that, I would be extremely thankful.
  11. Hi I have a particle emitter that shows perfectly on my browser but when I put the game on the cocoon.js application it doesn't show. Neither it does on the webview render, so I'm wondering if there is any issue that makes the particle emitter to be deactivated/not showing on the ipad/mobile browsers... regards
  12. It's just me or beginLinearGradientFill has been removed from Phaser 2 ???? I'm trying to find it even in the source and there's nothing about gradients....