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Found 398 results

  1. Tymski

    Cordova + Pixi = ♥?

    Hello everyone. It was probably a year since I posted anything. Good to be back here. I had a looong break with hardcore html5 game development. Can you suggest a good way to start a cordova + pixi project for android? Can you recommend any tuts and share some of your experiences with developing mobile apps with pixi I look forward to reading about your experiences!
  2. Hi, I don't know if this is a stupid question, but I want my game to go fullscreen when on mobile/touch screen devices only. I also need it to stay fullscreen across multiple states. Any ideas?
  3. We are looking for developers who can create our single-page web-based mini-games. We prefer to finalize the hiring in freelancer websites like Upwork to ensure proper delivery and payment. We have several in the pipeline and it has become a bit challenging to find Pixi developers in Upwork so we are trying our chance to find developers here.
  4. Shex

    Image is pixelated

    Hi I'm trying to run my game on a mobile device with the Phaser 3 framework and sprites are rendered as very pixelated images. I'm running the game through the Facebook web player. I'm using a Samsung Galaxy S6 device which the resolution is 1440x2560 with a device pixel ratio of 4. I have setup the same configuration on my PC through the Chrome mobile debug view (1440/2560 with pixel ratio of 4) and the images look way better. I have attached two screenshot of the PC (good) and mobile (bad) devices to show the difference. The game is rendered as CANVAS and I'm using the window.innerWidth and window.innerHeight to define the sizes. Does anyone have any insight about what's going on?
  5. It was mentioned about 2 weeks ago that multi-touch would likely be part of the next release, but I didn't see it in the changelog of 3.3.0. Will it be part of 3.4.0? I mostly want it for pinch to zoom. Hoping to make an RTS-lite game, where you can drag the camera around and also zoom in and out with pinch to zoom (two fingers). Phaser 3 is awesome, by the way. I've really been enjoying it.
  6. The skybox textures are not correctly displayed if I view it on my android phone. For reference: my phone is a One Plus 5T with Android 8 and Chrome 65.0.3325.109. I noticed it while trying to view my current little project on mobile (noxwings.github.io) I can confirm this happens with "3.2.0-beta.1" and "3.2.0-alpha7" and whatever the "default" version is autoselected on the playground. You can use the "tutorial" skybox playground to check it. I'm uploading an example image of what I mean. The side images are all switched. http://www.babylonjs-playground.com/#UU7RQ#1
  7. AdamRyanGameDev

    Feedback on Mobile Performance

    After seeing this recent post I just wanted to ask how others are fairing with mobile browser performance. Also wondered if Phaser3DevTeam would benefit from hearing good and bad news from a variety of devices/browsers/OS's, because it is particularly difficult to test on multiple scenarios....
  8. Dear all: I'm here again with several FRAMEBUFFER errors I thought has been solved migrating to BJS 3.1. (please take a look to closed topic http://www.html5gamedevs.com/topic/35352-strange-problem-when-using-highlight-layers/) On dektop (Win10 64bit), FF Developer Edition (59.0b13 - 64-bit) shows these kind of WebGL console warnings (excerpt): Error: WebGL warning: clear: Framebuffer not complete. (status: 0x8cd6) COLOR_ATTACHMENT0 has no width or height babylon.3.1.custom.min.js:5:4633 Error: WebGL warning: clear: Framebuffer must be complete. babylon.3.1.custom.min.js:5:4633 Error: WebGL warning: drawElements: Framebuffer not complete. (status: 0x8cd6) COLOR_ATTACHMENT0 has no width or height babylon.3.1.custom.min.js:5:19516 Error: WebGL warning: drawElements: Framebuffer must be complete. babylon.3.1.custom.min.js:5:19516 Error: WebGL warning: drawElements: Active texture 0 for target 0x0de1 is 'incomplete', and will be rendered as RGBA(0,0,0,1), as per the GLES 2.0.24 $3.8.2: The dimensions of `level_base` are not all positive. Also on Win10, my Chrome browser (64.0.3282.186 - 64 bit) shows awful lines like these (excerpt again) : .Offscreen-For-WebGL-00000233101348E0]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glClear: framebuffer incomplete .Offscreen-For-WebGL-00000233101348E0]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glDrawElements: framebuffer incomplete .Offscreen-For-WebGL-00000233101348E0]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering Running Safari browser on macOSX (High Sierra) works OK. Tomorrow I'll look console outputs for WebGL warnings. Well I get all these warnings but, at least, the 3D contents are all (Win10 and High Sierra) shown as intended. The real problem comes when I load the code on Android Chrome (64.0.3282.137), as it renders black all my PBR textures, while showing the following lines through DevTools>Remote devices>Console (that is I'm debugging here mobile Chrome from desktop Chrome): [.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 2 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. 85[.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 3 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. 43[.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 1 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. 42[.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 4 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. 21[.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 5 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. main.html#page-mixer:1 WebGL: too many errors, no more errors will be reported to the console for this context. Under Safari for iOS I get my models rendered as is expected. Tomorrow I'll be able to inspect console output. As said in the thread, all my textures are power of 2 (512x512). I can't reproduce this behavior on PG, as this is a really complex development. I welcome any suggestion about how to have my code clean of warnings and, mainly, about the way to have my PBR materials not being renderered black on Android Chrome. Best regards.
  9. I was posting this thread at the wrong place (it was in Phaser 2). OK, I am having a very bad time with clickable objects. It works perfectly on desktop browser but when I run it on my Android mobile the hot spot is totally off. Please refer to the attached picture to have an idea what I am talking about. The blue square is the clickable object (it's a .png picture). Tapping the object won't fire the input event but if I tap around the position where I draw the marquee it will. In other words, the clickable area is off of the picture. I found this thread where the OP had a similar issue and mentioned that is could be related to the mobile devicePixelRatio when using Phaser.CANVAS but I couldn't establish a coherent relationship between the DPR and the displacement (otherwise it could be "compensated" with code). I really cannot see how to solve this. I am about to give up Phaser and try a different engine. Any idea?
  10. OK, this is weird. I spent a lot of time trying to figure out why my image objects wasn't firing when I tapped on it (it works on desktop). After several tests I noticed that it happened that on mobile screen the clickable area was off of the image (displaced). I found that someone had a similar issue and figured that it had something to do with devicepixelratio when using Phaser.CANVAS. I couldn't test with Phaser.AUTO because my mobile throws a WebGL error when I try to use it. Any idea how to fix this issue? Thanks!
  11. I have this simple game for small children that consists on several images that when tapped should produce a sound. I got it working on the computer (mouse click) but not on mobiles (finger tap) and I suspect that's because I am listening to the wrong event. Could someone tell me how to listen to a image "tap"? My current working code for computers is: // I am adding the functions and listeners dynamically with a // loop so aAssets is an array containing the image elements // enable input window[aAssets[i]].inputEnabled = true; // create the function to be triggered by the listener window['lst'+aAssets[i]] = function (me) { alert (me.key); } // add the respective listener window[aAssets[i]].events.onInputDown.add(window['lst'+aAssets[i]], this); PS: I found the events "onDown" and "onTap" and tried them but both causes an error when added. Thanks!
  12. I am currently creating a puzzle game app using Phaser and Cordova (crosswalk) but I am having some trouble with the meta viewport tags. Testing the game on my android phone with cordova, no matter what I set my meta viewport tag, the game is always extremely zoomed in on one small area of the canvas. However the reason I think this is a viewport problem, is that on chrome, when I set the meta viewport to this: <meta name="viewport" content="user-scalable=no, initial-scale=1, maximum-scale=1, minimum-scale=1, width=device-width"> I get the exact same problem as in cordova, however when I don't set it at all, or set it to something like this: <meta name="viewport" content="user-scalable=no, width=3000"> The game runs perfectly fine! How can I fix this so that the canvas and cordova viewport will both work? Details: Phaser version 2.6.2 Phone model - Samsung Galaxy S7 P.S. Apologies if this is more of a Cordova problem I was not sure. A final thing I did with Cordova (if anyone has any experience with it) is set this in the config: <preference name="EnableViewportScale" value="true" /> Still no luck...
  13. Hi everybody, This topic is here to list known mobile apps using Babylon.js. Could you mention the one you know ? Thanks !
  14. Hello everybody, I've been obliged to find best solution for making html5 games for our company. It'd be great if some experienced developers would advice on which direction to go. We have a huge experience in Unity games development, but we already created around 10 games in Phaser 2 engine with WebStorm and TypeScript, but we're not fully satisfied because of the low performance of the games on mobile platforms and lack of support for optimised shaders. Our needs are: - Good performance on mobile platforms - 2D (but 3D would be appreciated, majority of our projects would be 2D) - Good support for sprite sheets (TexturePacker support would be great), sounds, particles, physics, real shaders (vertex, fragment), tweens, skeletal animations - Layout Editor would be great - JS ES6 or TypeScript support - Can be commercial
  15. stealman

    Space Ace

    Hello guys ! I would like to introduce my latest game Space Ace - actually the first one that I have done completely as it supposed to be. It is made in HTML5 using plain PIXI and Apache Tomcat server to provide HTML content and websocket listener. Originally it was meant to be PVP game but once I have realized that there will never really be more than one or two players online simultaneously (it is very common among most of indie games), I decided to make it more soloplay focused with multiplayer just as a nice to have. Game controlls and features are described on login page so I will not duplicate it here Feel free to play and enjoy and I am looking forward for some comments, here is URL - http://darkenlight.net/spaceace
  16. Hello, When I move a sprite with Game.physics.arcade.moveToXY the sprite move about 3 times slower on mobile (chrome) then on PC. I've tried setting a speed and setting a maxTime but same result. Does anyone knows why?
  17. Zendrael

    [Phaser] The Last Battery

    Hi! I Just released my new game called "The Last Battery"! You can play it for free at https://goo.gl/JGeumV and try to survive until your battery is running out! Also, my other games are at https://www.minzaogames.com Thanks!
  18. louisAtome

    WebGL resize stage blinking on iOS

    Hello, On my iOS devices (iPhone 4S, iPad Mini) when I resize the WebGL renderer, the elements of my stage are briefly scaled with the new size of the stage before being re-render with their original size. I just want to resize the drawing zone without changing the size of the children. The behaviour only occur on iOS with the WebGL renderer. I've made a jsFiddle to show the problem : http://jsfiddle.net/ntvLas1x/1/embedded/result/ . To reproduce, just click several times on the resize button from an iOS device and you will see the red square changing size. Thanks in advance, Louis
  19. GregDev

    Space Demons

    Just wanted say hi to the community by posting about my first game, it was build using the html5 canvas combined with other DOM elements. Didn't use a framework so it's pretty rough around the edges. I only released it for android (didn't want to pay the apple subscription fee :P) I'm building another mobile game using Phaser 2.9.2 CE right now and absolutely loving it - looking forward to sharing it with you guys! Google Play Store link: https://play.google.com/store/apps/details?id=com.gmm.spacedemons&hl=en Any feedback/comments would be very much appreciated!
  20. Hello everyone, I'm just making game/app that will check personality and skills of the kids, before they choose their carrier path in life. I have problem with hit area. In web browser everything works properly but when I run my app on mobile device, every sprite is scalling ok, but when I want to click on it I have to click a little bit below and in the right. It looks like sprite change position on the screen after scalling down but hit areas stay in their old positions. Either pixelPerfect = true and false doesn't work. Have you any ideas what is wrong? I'm not including code 'cause whole project is too big now to put everything here, it'll be not clear and won't gave you guys clue what's going on. If that'll be necessery I can try to compress it to some pseudo code or something. And happy new year everyone!
  21. Hello guys! First of all I would like to thank you for all your valuable comments on this forum. I’ve found basically all answers to my questions digging up this forum. I’m trying to make a simulation/rpg like game with Babylon and I'm experimenting with procedural generation and content streaming. I need help on two (probably related) questions: https://playground.babylonjs.com/#SCV25U#6 1 Z-Fighting / Flickering on Mobile. I’ve noticed that some meshes are flickering on mobile (especially the ones who are generated on click). I thought could be some Z-Fighting problem and I moved the ground generation before the trees generation, doing this has solved the issue only on the meshes who are generated on load, not on the meshes generated on con click. I’ve also tried various ways of click picking / invisible mesh combination but nothing changed apparently. I need to try with no overlapping visible meshes, but I still need an overlapping invisible plane to detect the click. 2 Merging / Instancing doubts. Merging a big group of boxes has really amazing FPS performance (even on mobile with a large world), but freezes the browser. So I’ve splitted and delayed the merging execution, still freezing but it looks better. I’ve tried with ribbons, amazing performance and results if you need something like Transport Tycoon, but isn’t what I was looking for. Instancing a big group of boxes has no freezing at all but really low FPS rate, I need to try to use a box without 2 useless faces, but I suppose the FPS rate will be much the same. Clues on solving this or ideas about different approaches will be really appreciated. Thanks, Marco.
  22. Rechi

    Interactive Snowcone

    For a Christmas Newsletter we created an interactive snowcone. The model represents our hometowns city tower. On desktop the snow is simply triggered by mouse drag, on mobile you can actually "shake" to let it snow. This was actually my first Babylon.js project and I'm quite happy with the result. http://www.pundr.at/xmas/
  23. Hi guys! 15 days left to enter your game and take your chance to win an award during the 14th IMGA ceremony Take a chance now! Cheers ! http://www.imgawards.com/developers/submit-your-game/
  24. JamesAnd

    Mobile screen touch controls

    Hello, I would like to know if it is possible to have screen touch controls on mobile instead of the buttons? In my game i tried having buttons to jump and it functioned correctly... however I am looking for a way to make my character jump wherever we actually touch the screen and not just one specific button. is that possible? Also is it possible to have movement controls such as the attached in Phaser? is this a good example: https://phaser.io/examples/v2/input/virtual-gamecontroller Thank you!
  25. Zendrael

    [Phaser] Lost in Jungle

    Hi! I'm releasing my new game, called Lost in Jungle! How many days can you survive in a misty jungle full of monsters? Play this turn-based game and find out in your desktop or mobile! Play it for free at: http://www.minzaogames.com