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Found 10 results

  1. API Documentation

    Hello Forum Members, I am starting development using BabylonJS Engine and just wanted to see where is the best place to get understanding the use of the engines api's? I find the documentation section of the official site quite lacking(see image). I have been googling for 4 hours and can't find reasonable examples of how I should be using the api's . I have started watching the 8 hour video series, but wanted to see if there is a good source for referring back to during development. Let me know if I am missing something here? Thanks,
  2. I've been building a little scene that is driven by a number of sound files (9) using this kind of code: sound1 = new BABYLON.Sound("sound1", "sound1.mp3", myScene, soundReady, { loop: false, volume: theVolume }); sound2 = new BABYLON.Sound("sound2", "sound2.mp3", myScene, soundReady, { loop: false, volume: theVolume }); sound3 = new BABYLON.Sound("sound3", "sound3.mp3", myScene, soundReady, { loop: false, volume: theVolume }); ... sound9 = new BABYLON.Sound("sound9", "sound9.mp3", myScene, soundReady, { loop: false, volume: theVolume }); function soundReady() { soundsReady++; .... } Everything worked nicely when I tested it on my XP machine in Firefox. But then I started testing it in a variety of browsers I have on my machines - and then I started getting problems. So Windows 7 - Chrome and Firefox only Windows 10 - Chrome, Firefox and Edge Samsung Tablet (Android 5 - "Lollipop") - Chrome, but only if repeatedly I clear out the browser cache. ( Drove me crazy for several days ) Today I found this list : Can I Use : Web Audio API Is that the best summation of the current situation? And is it telling me that Apple devices will be a problem without fancy coding? cheers, gryff
  3. So I'm a phaser/html5 newbie, but coming from java I've chosen to take the typescript route, and am now trying to get plugins to work, but have been having major issues, and haven't been able to find any "official" information about typescript plugin support, only a few threads here with hacky solutions that haven't worked for me. What confuses me is that there are often typescript typings along with the plugins, which would indicate that they're supposed to work with typescript. Any insight into this would be greatly appreciated, and if I may suggest, should perhaps be more clearly presented in the documentation.
  4. Hi guys! Where do I get support for Box2d commercial plugin? Thanks
  5. Mobile touch support

    Can someone please explain/show me what code I need to insert to add mobile touch support to a game in phaser. I am trying to build onto the invaders example: I need more specifically a button for keyboard left, a button for space bar, and a button for keyboard right on mobile. Also I have read the docs and I am fairly new to this, so I'm having a hard time deciphering what the docs are even talking about on pages like keyboard events, Phaser.key etc. If someone could please show me an actual example of how to do this, and not just tell me to read the docs it would be greatly appreciated.
  6. Understanding SceneOptimizer

    Need some serious guidance with SceneOptimizer. I promise I have thoroughly read through the wiki page I believe I have included the scene optimizer javascript correctly. Not sure if I am implementing the code correctly. Basically, I'm trying to downgrade rendering on slower devices (eg Samsung Galaxy S4). Using this code below, I never see anything coming through on the console.log when testing on my Linux Debian laptop in Chrome 38. Javascript include: <script src="/libs/babylon/babylon.1.14.js"></script><script src="/libs/babylon/babylon.sceneOptimizer.js"></script>Code: var _canvas = document.getElementById("renderCanvas");var _engine = new BABYLON.Engine(_canvas, true);BABYLON.SceneLoader.Load("", "babylon/room.babylon", _engine, function (scene) { // Wait for textures and shaders to be ready scene.executeWhenReady(function () { // Optimize scene rendering BABYLON.SceneOptimizer.OptimizeAsync(scene, BABYLON.SceneOptimizerOptions.HighDegradationAllowed(), function() { console.log('FPS target reached'); }, function() { console.log('FPS target NOT reached'); } ); // ...I've tried changing out High to Low and Medium but I'm never seeing the log. Leading me to believe I'm not implementing right. Also not sure, even if I get a log from it that it is degrading. I'm unable to find any other examples from a Google search. Can someone provide a very very simple working example where it will just auto degrade whenever the frame-rate starts dropping below 30? Thank you so much. And thank you for such a brilliant library. I'll share my project when it's done.
  7. Hi, I am trying to format a specific part of a Phaser.Text object as a superscript. I am using TypeScript in the project. For example: var question: Phaser.Text = this.add.text(0, 0, "3x2", { font: "24px Arial", fill: "#000", align: "center" });Looks like: 3x2 But I want it to look like: 3x2 Unfortunately String.prototype.sup() is depreciated. How would I get this result? I know I can use the <sup> tag, but am not sure how to use this in a Phaser.Text object. Thank you.
  8. Unexpected behavior with Group

    I'm having some unexpected behavior using groups in my Phaser game. I'm using a Tilemap to build my world, and a Texture Atlas for my characters and objects. First I render my tilemap and then I add a group to the game, and add a couple of sprites to the group. This is where things go awry. The door sprite I add has no physics enabled, so it seems to get added on top of the game and just kid of floats there. The player sprite I add has physics enabled and is tracked by the camera, but it appears to be quite offset. It seems like the group isn't being created in the world and it's probably something glaringly simple I am overlooking, but I just can't figure this out. If I add the sprites to the game directly, vs using the group, they work fine. Here's what my state code looks like: { preload: function () { this.load.atlas('characters', 'assets/characters.png', 'assets/characters.json'); this.load.spritesheet('sheet1','assets/tiles.png',64,64,-1,1,2); this.load.tilemap('lvl_1-1','assets/lvl_1-1.json', null, Phaser.Tilemap.TILED_JSON); this.physics.startSystem(Phaser.Physics.ARCADE); this.physics.arcade.gravity.y = 800; this.physics.arcade.TILE_BIAS = 40; }, create: function () { ='lvl_1-1');'tiles', 'sheet1'); this.ground_layer ='Ground'); this.ground_layer.resizeWorld();[],true,this.ground_layer); this.player = new Phaser.Sprite(, 64, 408, 'characters', 1);; door = new Phaser.Sprite(, 64, 160, 'characters', 0); /** ================ Method 1: this doesn't work as expected =================== **/ characters_group =, 'characters_group', true); characters_group.add(door); // door is added like an overlay, does not move with camera characters_group.add(this.player); // player moves as expected, but falls off-camera /** ============================================================================ **/ /** =================== Method 2: this works just fine ========================= /;; /** ============================================================================ **/, Phaser.Camera.FOLLOW_PLATFORMER); this.cursors =; }, update: function () { this.physics.arcade.collide(this.player, this.ground_layer); if (this.cursors.left.isDown) { this.player.body.velocity.x = -200; } else if (this.cursors.right.isDown) { this.player.body.velocity.x = 200; } else { this.player.body.velocity.x = 0; } if (this.player.body.blocked.down && this.cursors.up.isDown) { this.player.body.velocity.y = -900; } } } I attached some screenshots showing what's happening. Any help would save me a lot of Tylenol!
  9. html5 mobile gamepad support

    Hello, I was wondering how gamepad support is in mobile html5 clients. So far, getting gamepads to work in desktop html5 environments has been a nightmare, especially with third party controllers (logitech...) and was wondering how the scene was in the mobile side of html5. Of course, IE has no support whatsoever. (typical...) *eyeroll* I only have an android 2.3 device to test with, so anything I find out about my own device may as well be obsolete already, as android 4.x+ is already out. Additionally, I have no iDevices to test with either, so any information you guys could provide would be much welcome. A common complaint about mobile games, (and mobile html5 games, I hear) is their oversimplistic design and interface, and a severe lack of depth available to the player. I've tried running games with simultaneous inputs (think running/shooting) but my device's multitouch is a joke, detecting one and not the other. I'd love to deliver some of the more classic genres of games to the mobile html5 platform, but will need gamepad/controller support to be able to do this. Is it possible at this time? If so, is it feasible? My device cannot run FF mobile nor Chrome mobile, so I haven't had to opportunity to test multi-touch in those browsers.
  10. Hi guys, I've been thinking to upgrade my system requirements to at least iPod Touch 5th gen (previously iPod Touch 4th gen), which is the minimum device that supports iOS 7. I am into the new features of iOS 7.1 for minimal-ui, also the fact that the devices used are iPod Touch 5th gen at a minimum, which allows me to push more performance on some of my games at a cost of lower market share. There's also a fact from my game testing about usability, if your game requires a lot of interaction from the bottom of the screen, most likely users (especially my mom ;D) will touch the browser buttons at the bottom, which is frustrating. The question lies on how big is market share of devices below iOS 7/7.1 right now? What do you think guys? Do you think it's worth it? anyone has data on iPod Touch 5th gen/iPhone 5/iPad mini market share among themselves? Anyone of you dropping iPod Touch 4th gen already? I am about to do it this year for my next game, as my next game requires more power. Thanks!