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  1. Like
    SolarJS got a reaction from Tilde in Mobile performance - tips && tricks   
    Well, it's mostly in my head due to lot's of experience and it's also mainly focused on mobile. It's mainly build on such things as how you write your code, like this hint: don't use prototype

    It's also important to know that a lot of tutorials out there are simply outdated or wrong. For example in one tutorial on HTML5Rocks it is recommended to use an object pool to lower GC (which is correct). However, in the next step implementations or shown, which are dead wrong! Never ever use an array with pop() and push() to pool your objects, GC will punish you for this for sure ;-)
    But it is also important to know that a lot of things are only important to know if you build a game / engine completely by your own and target 60fps on mobile / want to get the performance advantage. For most games this massive optimizing is not needed (like Mahjong, smaller games etc.). But beginning with Samsung S3 (Chrome) & iPad 2 you are able to boost your games, even arcade ones, to 60fps without a wrapper and by using plain 2D canvas in HTML5.
    Maybe I should write a tutorial...
  2. Like
    SolarJS got a reaction from Tilde in Mobile performance - tips && tricks   
    Well, there are a lot of things you should take care for when programming. To get the highest FPS you should especially know how to handle animations and sprites. The second big point is writing your code in a way the browsers can convert it to native code easyly. Third, garbage collection, is hardest to handle since this mostly interferes with performance and you have to find a good way to combine both. 
    But it all leads to one thing: profile, research, optimize, start again. A good example is splice. If you have only one element to cut, use this function, which is multiple times faster that the build in one, and aside it low GC (the built in is the opposite!): 1-item-splice
  3. Like
    SolarJS got a reaction from ritherz in Mobile performance - tips && tricks   
    Sure, here's how it's done above:
    classABC = function () {}classABC.prototype.myMethod1 = function () { console.log('myMethod'); } classABC.prototype.myMethod2 = function () { console.log('myMethod2'); } Now change this to:
    var myMethod1F = function () { console.log('myMethod1'); };var myMethod2F = function () { console.log('myMethod2'); };classABC = function () { return { myMethod1: myMethod1F, myMethod2: myMethod2F } } You might also consider to leave classes at all, if you don't have many balls to handle or do other fancy stuff with it. Know your tools
  4. Like
    SolarJS reacted to trill in SoccerTastic - 60FPS mobile swipe soccer game [SolarJS Engine]   
    I thought I will not click and play it because I've seen this same kind of games a 100 million times too many. But I did managed to get in  and it actuall feels very good. Runs smooth, and I was hooked for quite some time
  5. Like
    SolarJS reacted to rich in l1 Path Finder   
    This is seriously cool:
  6. Like
    SolarJS reacted to mentuat in App store stolen games repeat offenders   
    coincidently I received a flurry of app store notice emails as well  today, 13 have been removed so far of the 80 or so I complained about
  7. Like
    SolarJS reacted to magallanes in So, what is the current state of HTML5 gamedev? And what to expect?   
    Its happenings not only in the html5 world but in the whole "game community".
    For example for the smartphone market : most developers will earn nothing unless they are willing to shovel a new game every month - 3 months.
    And for html, Flash is still the king of the hill.
    My current bet is WebGL but not specifically for games.
  8. Like
    SolarJS got a reaction from Bilge Kaan in NEW Mobile HTML5 Game – Pixel Slime   
    Really cool game. Playing it on desktop make you feel sick after some time (in a positive way). Great work!
  9. Like
    SolarJS got a reaction from Funkyy in So, what is the current state of HTML5 gamedev? And what to expect?   
    You made my day...     
    Now show us your decent games so we all can learn from you. Ah, found one:
  10. Like
    SolarJS reacted to geekarlier in HTML Dom to WebGL with HTML-GL : Opinions ?   
    Hi guys,
    Maybe you've heard about HTML-GL ( ?
    It's a new library that allows you to convert DOM elements to WEBGL with a single line of code.
    In that way, you have the convenience of DOM with the performances of WEBGL.
    It also allows you to apply WEBGL filters on your DOM elements, which is new. 
    The library use Pixi.js so it has a Canvas fallback.
      Since i have some DOM-Based HTML5 Games, i tested it on one of my finished project :
    For now, i see better performances, and no problem at all ... which is nice   ! 
    The framerate went from a 50-55 on heavy animations to 58-60 and it feels smoother.
    I encountered some glitches at first, when using the web-component (<html-gl>) : i just switched to a Javascript call instead and it worked well.
    I find it promising !
    If i encounter any trouble, i'll keep this tread updated.
    Have you tested it ? Any opinions ?
  11. Like
    SolarJS reacted to Bilge Kaan in NEW Mobile HTML5 Game – Pixel Slime   
    New Mobile HTML5 Game Pixel Slime.
    Here is the game : Pixel Slime 
    Let me know, whether you like it or not.
  12. Like
    SolarJS reacted to Red Spark in So, what is the current state of HTML5 gamedev? And what to expect?   
    The problem is that there are currently no html5 publishers willing to buy games for more than 5k. So yeah, technically you can make an awesome html5 game, ask like $30-50k for it, but no publisher will be able to afford it at this price. It's not about what you ask, but about what guys with money are willing to pay.
  13. Like
    SolarJS reacted to drmop in Booty5 Free Game Maker   
    It’s been a busy few weeks, but finally after much determination the Booty5 game maker now supports a full on Flash style animation editor that enables you to animate not only game objects but also scenes and custom properties. Lets take a quick look at how the new editor layout looks, its had a few changes:

    You can see that the old output window has been split into a tabbed window that contains the output window and the animation window. To animate objects or scenes simply click the record button then select the object that you wish to animate, create an animation, add properties that you want to change and / or simply change the properties of the objects on the canvas or in the objects properties window. Finally, hit play to preview the animation(s)
    The animation timeline supports a whole bunch of extra features such as selection of easing formulas per key frame, per key frame hit event handlers, per timeline OnEnd / OnRepeat event handlers, time scaling, timeline repeats, start delay etc..
    You can see a demo of a quick animation that I created using the editor here.
    The entire list of changes for the 1.8.7b update includes:
    Added timeline animation editor that allows the creation of complex animations Added orphan property to actors, when an actor is marked as an orphan ignore its parents transforms Added image based brush selector You can now add a loading.png to the global resources and it will be displayed as a background whilst loading Added new project property "Wait for Resources" which will delay the launch of the game until all preload resources are loaded as well as display a loading screen Project properties section has new properties that allow you to define the loading screen visuals Added new property to actors called Start Frame, this is the frame of animation that the actor will initially display Added new property to scene that allows initial camera position to be set Fix: Objects on canvas are now selected when mouse button is let go instead of as soon as it is pressed Fix: Directional cloning fixed for scaled objects Fix: All vector values and angle values now obey export precision in properties panel There's also a couple of other nice features been added such as selecting brush by image instead of by name and the ability to set up a loading screen / loading bar that is displayed whilst resource are being loaded.
    The Booty 5 game engine 1.4.2 has also had a number of changes:
    Actors now have their own local timelines manager, actor local animations should now be added here instead of the parent scenes timeline manager TheApp has new property total_loaded which stacks total pre-loadable number of resources that have been loaded TheApp has new property total_load_errors which denotes total number of resources that have not loaded due to error TheApp has new event handler onResourceLoaded which can be used to detect when a file has been loaded. Note that by default this method calls onResourceLoadedBase(resource, error) which updates TheApp's internals. If you override this then ensure that you call TheApp.onResourceLoadedBase() TheApp has new method countResourcesNeedLoading() which counts how many resources need loading TheApp has new method waitForResources() which will delay start of the app until all global and loaded scene resources are loaded. It was also display a loading.png (if present) and display a percentage loading bar. TheApp.loading_screen define properties of the loading screen TheApp areResourcesLoaded method removed Sound class has preload property which when set will preload the sound Sound and Bitmap classes now notify app when they have loaded or there was an error during load Sound has new method load() which will load the sound effect Timeline and TimelineManager classes now have find(name) method that allows searching for named animations and timelines New property added to Animation called tween, when set to false frames will not be tweened. This also enables none numeric discreet values to be tweened New name property added to Animation class Xoml loader now loads timeline animations exported from Booty5 editor Added new demo called Timeline Animations which demonstrates the use of timeline animation Fix: Actor transform was being updated every frame Fix: Actor children transforms were not getting updated correctly when parent transform was updating Fix: Touch input now works on Windows Phone 8
  14. Like
    SolarJS reacted to Red Spark in So, what is the current state of HTML5 gamedev? And what to expect?   
    In two years, after the gold rush of 2013 and crash and burn of 2014 the market has drastically changed.
    This thread is an 'opinion hub' for everyone interested in where the market is heading and how to stay relevant.
    Major points:
    Small portals went out of business, only major ones remained: Spil Games, Booster Media, Famobi (Kaiser), KeyGames, ClickJogos, SoftGames. Prices went down (~ 3x since 2013), exclusives became extremely rare. Small simple games are not sellable anymore. Do not waste your time making one. Publishers want native quality, gameplay depth, player progression, unlocks, in-game shops, etc.  Quick cloning of trending games from appstore will make you at least a few sales. To make a good exclusive deal your game should be fun on both desktops and mobiles, and should be wrapped as native mobile app too. Do not count on more than $5,000 for exclusive, even if you have a decent quality game on hands. Even in 2013 $10k was the upper limit. If you have a quality html5 game, you better wrap it in native and find a proper mobile publisher instead (may be through FGL). But mobile games market is already oversaturated, so do not count on anything unless you have buckets of luck. If you have a decent portfolio, you can make a living creating games on contract basis. Generally it's less risky and more profitable. According to hype cycle html5 is past its peak of inflated expectations. But it's still on its way to plateau of productivity. Learn to make sustainable business out of game development to stay afloat in the long term.  
    Feel free to add more in the comments!
  15. Like
    SolarJS reacted to shmikucis in React Native compiles JavaScript to iOS app   
    Hi guys, just read that Facebook launched compiler to build native iOS apps from JavaScript. Looks like Android apps will follow soon.
    The project is under BSD license and available in github
    Have anybody tried this and what are your thoughts? Can this compete with CocoonJS?
  16. Like
    SolarJS reacted to rich in Phaser 2.3.0 Release Candidate 3   
    Hi all,
    Please can you help test Phaser 2.3 Release Candidate 3.
    You can download it from
    Either pull the repo and use the new grunt scripts to build, or just grab one of the js files from the build folder.
    Here is the list of updates (sorry, v. long!)
    Significant Updates
    Game Objects and Components
    All of the core Game Objects have received an important internal restructuring. We have moved all of the common functions to a new set of Component classes. They cover functionality such as 'Crop', 'Physics Body', 'InCamera' and more. You can find the source code to each component in thesrc/gameobjects/components folder of the repo.
    All of the Game Object classes have been restructured to use the new component approach. This puts an end to the "God classes" structure we had before and removes literally hundreds of lines of duplicate code. It also allowed us to add features to Game Objects; for example Bitmap Text objects are now full-class citizens with regard to physics capabilities.
    Although this was a big internal shift from an API point of view not much changed - you still access the same methods and properties in the same way as before. Phaser is just a lot leaner under the hood now.
    It's worth mentioning that from a JavaScript perspective components are mixins applied to the core game objects when Phaser is instantiated. They are not added at run-time or are dynamic (they never get removed from an object once added for example). Please understand that this is by design.
    You can create your own custom Phaser classes, with your own set of active components by copying any of the pre-existing Game Objects and modifying them.
    Custom Builds
    As a result of the shift to components we went through the entire source base and optimised everything we could. Redundant paths were removed, debug flags removed and new stub classes and hooks were created. What this means is that it's now easier than ever to "disable" parts of Phaser and build your own custom version.
    We have always included a couple of extra custom builds with Phaser. For example a build without P2 Physics included. But now you can strip out lots of additional features you may not require, saving hundreds of KB from your build file in the process. Don't use any Sound in your game? Then you can now exclude the entire sound system. Don't need Keyboard support? That can be stripped out too.
    As a result of this work the minimum build size of Phaser is now just 83KB (minified and gzipped).
    Please see the README instructions on how to create custom builds.
    Arcade Physics
    We've updated the core of Arcade Physics in a number of significant ways.
    First we've dropped lots of internal private vars and moved to using non-cached local vars. Array lengths are no longer cached and we've implemented physicsType properties on Game Objects to speed-up the core World collideHandler. All of these small changes have lead to a nice improvement in speed as a result, and also allows us to now offer things like physics enabled BitmapText objects.
    More importantly we're now using a spacial pre-sort for all Sprite vs. Group and Group vs. Group collisions. You can define the direction the sort will prioritize via the new sortDirection property. By default it is set to Phaser.Physics.Arcade.LEFT_RIGHT. For example if you are making a horizontally scrolling game, where the player starts on the left of the world and moves to the right, then this sort order will allow the physics system to quickly eliminate any objects to the right of the player bounds. This cuts down on the sheer volume of actual collision checks needing to be made. In a densely populated level it can improve the fps rate dramatically.
    There are 3 other directions available (RIGHT_LEFT, TOP_BOTTOM and BOTTOM_TOP) and which one you need will depend on your game type. If you were making a vertically scrolling shoot-em-up then you'd pick BOTTOM_TOP so it sorts all objects above and can bail out quickly. There is also SORT_NONE if you would like to pre-sort the Groups yourself or disable this feature.
    Another handy feature is that you can switch the sortDirection at run-time with no loss of performance. Just make sure you do it before running any collision checks. So if you had a large 8-way scrolling world you could set the sortDirection to match the direction the player was moving in and adjust it in real-time, getting the benefits as you go. My thanks to Aaron Lahman for inspiring this update.
    The Phaser.Loader has been updated to support parallel downloads which is now enabled by default (you can toggle it via the Loader.enableParallel flag) as well as adding future extensibility points with a pack/file unified filelist and an inflight queue.
    There are no known incompatibilities with the previous Loader. Be aware that with parallel downloading enabled the order of the Loader events may vary (as can be seen in the "Load Events" example).
    The parallel file concurrency limit is available in Loader.maxParallelDownloads and is set to 4 by default. Under simulated slower network connections parallel loading was a good bit faster than sequential loading. Even under a direct localhost connection parallel loading was never slower, but benefited most when loading many small assets (large assets are more limited by bandwidth); both results are fairly expected.
    The Loader now supports synchronization points. An asset marked as a synchronization point must be loaded (or fail to load) before any subsequent assets can be loaded. This is enabled by using thewithSyncPoint and addSyncPoint methods. Packs ('packfile' files) and Scripts ('script' files) are treated as synchronization points by default. This allows parallel downloads in general while allowing synchronization of select resources if required (packs, and potentially other assets in the future, can load-around synchronization points if they are written to delay final 'loading').
    Additional error handling / guards have been added, and the reported error message has been made more consistent. Invalid XML (when loading) no longer throws an exception but fails the particular file/asset that was being loaded.
    Some public methods/properties have been marked as protected, but no (except in case of a should-have-been-private-method) public-facing interfaces have been removed. Some private methods have been renamed and/or removed.
    A new XHR object is created for each relevant asset (as there must be a different XHR for each asset loaded in parallel). Online searches indicated that there was no relevant benefit of XHR (as a particular use-case) re-use; and time will be dominated with the resource fetch. With the new flight queue an XHR cache could be re-added, at the cost of some complexity.
    The URL is always transformed through transformUrl, which can make adding some one-off special cases like #1355 easier to deal with.
    This also incorporates the fast-cache path for Images tags that can greatly speed up the responsiveness of image loading.
    Loader.resetLocked is a boolean that allows you to control what happens when the loader is reset,which happens automatically on a State change. If you set resetLocked to true it allows you to populate the loader queue in one State, then swap to another State without having the queue erased, and start the load going from there. After the load has completed you could then disable the lock again as needed.
    Thanks to @pnstickne for vast majority of this update.
    Pixi v2
    We are now using our own custom build of Pixi v2. The Pixi project has moved all development resources over to Pixi v3, but it wasn't ready in time for the release of Phaser 2.3 so we've started applying our own fixes to the version of Pixi that Phaser uses.
    As a result we have removed all files from the src/pixi folder that Phaser doesn't use, in order to make this distinction clearer. This includes EventTarget, so if you were relying on that in your game you'll need to add it back in to your local build.
    We've also removed functions and properties from Pixi classes that Phaser doesn't require: such as the Interaction Manager, Stage.dirty, etc. This has helped us cut down the source code size and make the docs less confusing, as they no longer show properties for things that weren't even enabled.
    We've rolled our own fixes into our version of Pixi, ensuring we keep it as bug-free as possible.
    New Features
    Physics.Arcade.isPaused allows you to toggle Arcade Physics processing on and off. If true theBody.preUpdate method will be skipped, halting all motion for all bodies. Note that other methods such as collide will still work, so be careful not to call them on paused bodies. Arcade.Body.friction allows you to have more fine-grained control over the amount of velocity passed between bodies on collision. BitmapData.text will render the given string to the BitmapData, with optional font, color and shadow settings. MSPointer.capture allows you to optionally event.preventDefault the pointer events (was previously always on) MSPointer.event now stores the most recent pointer event. MSPointer.pointerDownCallback, pointerMoveCallback and pointerUpCallback all allow you to set your own event based callbacks. MSPointer.button now records which button was pressed down (if any) Phaser now supports rotated and flipped tiles in tilemaps, as exported from the Tiled map editor (thanks @nkholski #1608) TilemapParser now supports Tiled 0.11 version maps which includes the rotation property on all Object types. Tilemap.createFromObjects now checks for a rotation property on the Object and if present will set it as the Sprite.angle (#1433) If for whatever reason you wish to hide the Phaser banner in the console.log you can setwindow.PhaserGlobal.hideBanner to true and it will skip the output. Honestly I'd rather if you didn't, but the option is now there. TilemapLayer.setScale will allow you to apply scaling to a specific Tilemap layer, i.e.layer.setScale(2) would double the size of the layer. The way the Camera responds to the layer is adjusted accordingly based on the scale, as is Arcade collision (thanks @mickez #1605) SoundManager.setDecodedCallback lets you specify a list of Sound files, or keys, and a callback. Once all of the Sound files have finished decoding the callback will be invoked. The amount of time spent decoding depends on the codec used and file size. If all of the files given have already decoded the callback is triggered immediately. Sound.loopFull is a new method that will start playback of the Sound and set it to loop in its entirety. left, right, top and bottom are new properties that contain the totals of the Game Objects position and dimensions, adjusted for the anchor. These are available on any Game Object with the Bounds Component. Sprite.offsetX and Sprite.offsetY contain the offsets from the Sprite.x/y coordinates to the top-left of the Sprite, taking anchor into consideration. Emitter.flow now works in a slightly different (and more useful!) way. You can now specify aquantity and a total. The quantity controls how many particles are emitted every time the flow frequency is met. The total controls how many particles will be emitted in total. You can settotal to be -1 and it will carry on emitting at the given frequency forever (also fixes #1598 thanks @brianbunch) ArraySet.removeAll allows you to remove all members of an ArraySet and optionally call destroyon them as well. GameObject.input.dragStartPoint now stores the coordinates the object was at when the drag started. This value is populated when the drag starts. It can be used to return an object to its pre-drag position, for example if it was dropped in an invalid place in-game. Text.padding specifies a padding value which is added to the line width and height when calculating the Text size. ALlows you to add extra spacing if Phaser is unable to accurately determine the true font dimensions (#1561 #1518) P2 Capsule Shapes now support BodyDebug drawing (thanks @englercj #1686) Game Objects now have a new physicsType property. This maps to a Phaser const such asSPRITE or GROUP and has allowed us sort out pairings for collision checks in the core World collide handler much quicker than before. BitmapText objects can now have physics enabled on them. When the physics body is first created it will use the dimensions of the BitmapText at the time you enable it. If you update the text it will adjust the body width and height as well, however any applied offset will be retained. BitmapText objects now have an anchor property. This works in a similar way to Sprite.anchor except that it offsets the position of each letter of the BitmapText by the given amount, based on the overall BitmapText width - whereas Sprite.anchor offsets the position the texture is drawn at. Updates
    TypeScript definitions fixes and updates (thanks @Phaiax @Bilge @clark-stevenson @TimvdEijnden @belohlavek @ivw @vulvulune @zeh @englercj) There is a new TypeScript defs file (phaser.comments.d.ts) which now has all of the jsdocs included! (thanks @vulvulune #1559) Sound.fadeTween is now used for Sound.fadeIn and Sound.fadeOut audio tweens. Sound.stop and Sound.destroy now halt a fade tween if in effect. Arcade Physics computeVelocity now allows a max velocity of 0 allowing movement to be constrained to a single axis (thanks @zekoff #1594) Added missing properties to the InputHandler prototype, reducing hidden class modifications. Updated docstrap-master toc.js to fix nav scrolling (thanks @abderrahmane-tj @vulvulune #1589) Added missing plugins member in Phaser.Game class (thanks @Bilge #1568) Lots of JSDocs fixes (thanks @vulvulune @micahjohnston @Marchys @JesseAldridge) TilemapLayer.getTiles now returns a copy of the Tiles found by the method, rather than references to the original Tile objects, so you're free to modify them without corrupting the source (thanks @Leekao #1585) has 2 new parameters x and y which is the position of the Spritebefore the drag was started. The full list of parameters is: (sprite, pointer, x, y). This allows you to retain the position of the Sprite prior to dragging should dragFromCenter have been enabled (thanks @vulvulune #1583) Body.reset now resets the Body.speed value to zero. Device.touch checks if window.navigator.maxTouchPoints is >= 1 rather than > 1, which allows touch events to work properly in Chrome mobile emulation. Loader.XDomainRequest wasn't used for atlas json loading. It has now been moved to thexhrLoad method to ensure it's used for all request if required (thanks @draconisNoctis #1601) Loader.reset has a new optional 2nd parameter clearEvents which if set to true (the default is false) will reset all event listeners bound to the Loader. If Body.customSeparateX or customSeparateY is true then the Body will no longer be automatically separated from a Tilemap collision or exchange any velocity. The amount of pixels that the Body has intersected the tile is available in Body.overlapX and overlapY, so you can use these values to perform your own separation in your collision callback (#992) TilemapParser will now set the .type property for ObjectLayer Objects (thanks @mikaturunen #1609) The Loader now directly calls StateManager.loadComplete rather than the StateManager listening for the loadComplete event, because Loader.reset unbinds this event (and it's easy to accidentally remove it too) Loader.onLoadComplete is dispatched before the Loader is reset. If you have a create method in your State please note that the Loader will have been reset before this method is called. This allows you to immediately re-use the Loader without having to first reset it manually. World.setBounds will now adjust the World.x/y values to match those given (#1555) ArcadePhysics.distanceToPointer now calculates the distance in world space values. Sound.fadeIn now supports fading from a marker, as well as the entire audio clip, so now works with audio sprites (thanks @vorrin #1413) Text font components can now be specified as part of "style". There is a breaking change in that the fontWeight now only handles the CSS font-weight component. The fontStyle property handles 'italic', 'oblique', values from font-style. This makes the overall consistency cleaner but some code may need to be updated. This does not affect font-weight/font-style as with setStyle({font:..}). Also fixes overwrite font/size/weight oddities - which may result in different behavior for code that was relying on such. All of the text examples appear to work and modification using the new features (while respecting the change in previous behavior) work better (thanks @pnstickne #1375 #1370) Loader.audiosprite has a new jsonData parameter. It allows you to pass a pre-existing JSON object (or a string which will be parsed as JSON) to use as the audiosprite data, instead of specifying a URL to a JSON file on the server (thanks @jounii #1447) Loader.audiosprite has a new autoDecode parameter. If true the audio file will be decoded immediately upon load. is now unique to that specific Tile, and not a reference to the Tileset index bound properties object. can now be modified freely without impacting other tiles sharing the same id (#1254) PIXI.TextureSilentFail is a boolean that defaults to false. If true then PIXI.Texture.setFramewill no longer throw an error if the texture dimensions are incorrect. Instead Texture.valid will be set to false (#1556) InputHandler.enableDrag with a boundsRect set now takes into account the Sprites anchor when limiting the drag (thanks @unindented #1593) InputHandler.enableDrag with a boundsSprite set now takes into account both the Sprites anchor and the boundsSprite anchor when limiting the drag. Sound in Web Audio now uses AudioContext.onended to trigger when it will stop playing instead of using a time based value. This is only used if the sound doesn't loop and isn't an audio sprite, but will give a much more accurate Sound.onStop event. It also prevents short audio files from being cut off during playback (#1471) and accounts for time spent decoding. If you load an image and provide a key that was already in-use in the Cache, then the old image is now destroyed (via Cache.removeImage) and the new image takes its place. BitmapText has a new maxWidth property that will attempt to wrap the text if it exceeds the width specified. Group.cursorIndex is the index of the item the Group cursor points to. This replaces Group._cache[8]. Tween.updateTweenData allows you to set a property to the given value across one or all of the current tweens. All of the Tween methods like Tween.delay and Tween.repeat have been updated to use this. Tween.repeat has a new parameter repeatDelay which allows you to set the delay (in ms) before a tween will repeat itself. Tween.yoyo has a new parameter yoyoDelay which allows you to set the delay (in ms) before a tween will start a yoyo. Tween.interpolation has a new parameter context which allows you to define the context in which the interpolation function will run. ArraySet.getByKey gets an item from the set based on the property strictly equaling the value given. A State swap now sets the Loader.reset hard parameter to true by default. This will null any Loader.preloadSprite that may have been set. You can now set a resolution property in your Game Configuration object. This will be read when the Pixi renderer instance is created and used to set the resolution within that (#1621) Text style has a new optional property: backgroundColor which is a Canvas fill style that is set behind all Text in the Text object. It allows you to set a background color without having to use an additional Graphics object. The Physics Manager now has a new reset method which will reset the active physics systems. This is called automatically on a State swap (thanks @englercj #1691) When a State is started and linked to Phaser it has a new property created on it: key, which is the string identifier used by the State. When the Game first boots it will now call window.focus(). This allows keyboard events to work properly in IE when the game is running inside an iframe. You can stop this from happening by setting window.PhaserGlobal.stopFocus = true (thanks @webholics #1681) Bug Fixes
    SoundManager.unlock checks for audio start support and falls back to noteOn if not found. Sprite.frame and AnimationManager.frame wouldn't return the correct index if a sprite sheet was being used unless it had first been set via the setter. Error in diffX and diffY calculation in Tilemap.paste (thanks @amelia410 #1446) Fixed issue in PIXI.canUseNewCanvasBlendModes which would create false positives in browsers that supported multiply in Canvas path/fill ops, but not for drawImage (Samsung S5 for example). Now uses more accurate magenta / yellow mix test. Fixed FrameData.getFrame index out of bound error (thanks @jromer94 #1581 #1547) In P2.Body calling adjust mass would desync the debug graphics from the real position of the body (thanks @tomlarkworthy #1549) Fix CORS loading of BitmapFonts with IE9 (thanks @jeppester #1565) TileSprites were not detecting Pointer up events correctly because of a branching condition (thanks @integricho #1580 #1551) TileSprites weren't destroying WebGL textures, leading to eventual out of memory errors (thanks @chacal #1563) P2.Body.clearCollision default values were incorrectly set to false if no parameters were provided, even though the docs said they were true (thanks @brianbunch #1597) BitmapText.font wouldn't update an internal Pixi property (fontName) causing the text to fail to change font (thanks @starnut #1602) Fixed issue in PIXI.Text where it was using the wrong string for descender text measurements. Sprite.loadTexture and Image.loadTexture now no longer call updateTexture if the texture given is a RenderTexture. This fixes issues with RetroFonts in IE11 WebGL as well as other RenderTexture related IE11 problems (#1310 #1381 #1523) You can now tint animated Sprites in Canvas mode. Or change the texture atlas frame of a tinted Sprite or Image. Please note that this is pretty expensive (depending in the browser), as the tint is re-applied every time the frame changes. The Pixi tint cache has also been removed to allow for subtle tint color shifts and to avoid blowing up memory. So use this feature sparingly! But at least it does now work (#1070) ArcadePhysics.moveToPointer no longer goes crazy if the maxTime parameter is given and the Sprite is positioned in a larger game world (thanks @AnderbergE #1472) Sound.loop even when set for WebAudio wouldn't use the AudioContext loop property because Sound.start was being invoked with an offset and duration. Now if loop is true and no marker is being used it will use the native Web Audio loop support (#1431) Timer.update was calling the TimerEvent callback even if TimerEvent.pendingDelete was already set to true, causing timer events to stack-up in cases where a new TimerEvent was generated in the callback (thanks @clowerweb #838) Pointer.stop would call event.preventDefault if Pointer._stateReset was true, which is alwaystrue after a State has changed and before Pointer.start has been called. However this broken interacting with DOM elements in the case where the State changes and you immediately try to use the DOM element without first having clicked on the Phaser game. An additional guard was added so preventDefault will now only be called if both _stateReste and Pointer.withinGameare true (thanks @satan6 #1509) Group.forEach (and many other Group methods) now uses the children.length value directly instead of caching it, which both helps performance and stops the loop from breaking should you remove a Group child in the invoked callback. Phaser.Ellipse.contains is now working again (thanks @spayton #1524) PIXI.WebGLRenderer.destroy has been fixed to decrement the glContextId and remove it from the PIXI.instances global. Game.destroy now hooks into this. This now means that you can now delete and create your Phaser game over and over without it crashing WebGL after the 4th attempt (#1260) World.setBounds if called after you had already started P2 Physics would incorrectly create a new collision group for the wall objects. P2.World now remembers the settings you provide for each wall and the collision group, and re-applies these settings should the world dimensions ever change (thanks @nextht #1455) InputHandler was using the wrong property in checkBoundsSprite when fixedToCamera (thanks @yig #1613) now correctly accepts arrays are destination values, which makes the Tween interpolate through each value specified in the array using the defined Tween.interpolation method (see new example, thanks @FridayMarch26th #1619) Tween.interpolationFunction was using the incorrect context to invoke the function. This is now defined in TweenData.interpolationContext and defaults to Phaser.Math. If you provide your own interpolation function then please adjust the context accordingly (thanks @FridayMarch26th #1618) Graphics.drawEllipse method was missing (thanks @jackrugile #1574) A TweenData wouldn't take into account the repeatDelay property when repeating the tween, but now does. A TweenData also has a new property yoyoDelay which controls the delay before the yoyo will start, allowing you to set both independently (thanks @DreadKnight #1469) Animation.update skips ahead frames when the system is lagging, however it failed to set the animation to the final frame in the sequence if the animation skipped ahead too far (thanks @richpixel #1628) Loader.preloadSprite had an extra guard added to ensure it didn't try to updateCrop a non-existent sprite (thanks @noidexe #1636) The TilemapParser has had its row / column calculations updated to account for margins and and spacing on all sides of the tileset (thanks @zekoff #1642) Any Tile set with alpha !== 1 would cause the whole layer to render incorrectly (thanks @nkholski #1666) P2 Debug Body class: The shape check in draw() needed to check for Convex last, since other shapes (like Rectangle) inherit from Convex (thanks @englercj #1674) P2 Debug Body class: The updateSpriteTransform() function needed to be called from the ctor. Otherwise bodies with no sprite (so no postUpdate call) would never be moved to draw in the correct position (thanks @englercj #1674) Animations are now guarded allowing Sprites with animations to be destroyed from within onUpdate, onLoop or onComplete events (thanks @pnstickne #1685 #1679) Text.lineSpacing can now accept negative values without cutting the bottom of the Text object off. The value can never be less than the height of a single line of text (thanks @anthonysapp #1690) Text.lineSpacing is no longer applied to the first line of Text, which prevents text from being cut off further down the Text object. If you paused a Sound object that is using audio markers and then resumed it, it wouldn't correctly calculate the resume duration - causing the sound to sometimes play into the marker that followed it (thanks @AnderbergE #1669) Pixi 2.2.8 Bug Fixes
    SpriteBatch added fix to handle batch context loss on change. RenderTexture resolution fix. WebGL Filter Resolution fix. TilingSprite fixes when masked in canvas mode. TilingSprite.destroy fixed if TilingSprite hasn't ever been rendered.
  17. Like
    SolarJS got a reaction from olkina in Phaser Performance with large resoluton   
    Ok. So you have iPad 2 with 1024x768 and Nexus 9 with 2048x1536. As the iPad has faster per pixel performance than the Nexus I would lower the intern resolution you work with. The first thing I would do is run a test if the game runs significantly faster in 1024x768 at the Nexus. If so, try upscaling via CSS (which is internally done via the GPU and therefore your best bet). You may alter the smoothing options to get a more crisp visual experience. Although I doubt it can be seen that much. 
    If the upscaled images does look too blurry and smoothing options result in a too pixelated experience you may switch to a 1x, 2x, 3x etc. graphics set. That way you run internally in 512x384. Then for iPad you use a 2x texture set, for Nexus a 3x set (although 4x would be of highest quality, but you want to gain more performance).
    You may even speed up your game a lot by building a custom framework, but if you haven't done yet in AS3 and are new to JavaScript I definately would stay with phaser. It's solid and easy to use. So the main path would be to lower the size of images, aswell as possibly lowering the number of animations you use. Also, try to do image rendering only (no paths) and sort your rendering / use as less texture atlases as possible. This helps to reduce the number of state changes (when the GPU switches to another texture atlas). If you have only 1-3 you run you game fastest. If you have more than 10 you should rebuild your graphics set.
    I hope that helps.
  18. Like
    SolarJS reacted to vinch in Tabby Island - Puzzle/Match3 Game   
    We’ve recently finished working on our new puzzle/match3 game Tabby Island. It’s the game from our Fuzzy Island series.
    Tabby Island is based on fun (I hope ) and unique game mechanic; player need to launch fluffy kittens to score points and complete various missions.
    Looking forward for any feedback, especially about intuitiveness.
    In addition, the game is available for non-exclusive licensing. Feel free to contact me:
    Skype: andriy.vinchkovskiy
    You may test game by any of these urls:

  19. Like
    SolarJS reacted to redapple in Doobie's Fantasy - our new puzzle game   
    We have launched our new game – Doobie’s Fantasy
    This is the most amazing shooting bubbles game with excellent features. Please play this game –
    Red Apple Technologies

  20. Like
    SolarJS reacted to SamosGisor in Do you know any free-to-play games that run in mobile browsers?   
    Hi Boomer1204, hi Goldenratio,
    thanks for your replies.
    Casual HTML5 games are great for mobile browser, we are currently making such games ourselves for clients. You can check some of those games on our website: (still a work in progress :-)).
    My question actually concerns Free-to-play games as in games with micro-transactions. I only know of casual games monetised by advertisement, and we are evaluating if it makes sense to develop a game wich player will pay for, specifically targeted at mobile browsers.
    So I am wondering why nobody else developed more complex games including micro-transactions.
  21. Like
    SolarJS reacted to Famobi in Introducing Famobi   
    Dear forum members,
    some of you already know Famobi and know what we’re doing, but nevertheless it would be impolite to not introduce ourselves properly
    We’ve been participating in this forum for a while now and first of all we would love to take the opportunity to tell you, that it’s a pleasure to be among so many awesome people able and willing to push our industry further and further. It’s a lot of fun to see how HTML5 games have improved in quality over a rather short period of time.
    So, what do we do? Basically, Famobi is an HTML5 games affiliate service. We aggregate the best HTML5 games from developers and offer them to publishers worldwide. Developers and publishers both can earn lifetime revenue with Famobi through ads and in-game purchases. Furthermore, Famobi's aim is to connect companies worldwide that haven't got in touch with HTML5 games yet, independently from the sector or size. If needed, we even build complete whitelabel portals for publishers.
    We only started in November 2014 (of course with a team of very experienced casual- and online games industry professionals). In these few months we already managed to generate a monthly reach of over 30 million gameplays and more than 7 million unique users (February 2015, Source: Google Analytics).
    Our catalogue of free HTML5 games has grown to over 100 games as of now and is steadily increasing. As it is very important for us to have a well-balanced portfolio, we don’t focus on a specific genre but rather look for games that fit our catalogue well. At the moment we are in need of action, sports, casino and classic games. We also experience that our players like to play HTML5 versions of "trend games" that are popular in the app stores (Flappy Bird hype, for example).
    Just as a general guideline, quality is most important for us. That means high-quality graphics, a fun game play and sufficient game depth. The games should run smoothly cross-platform on PCs and mobile devices. For localization we prefer all text in sprite fonts.
    That’s the short version, since we didn’t want to write a whole novel here We’re happy to answer your questions if you want to know more about us.
    We’re looking forward to a great 2015 and hope that together we all can shape the HTML5 games industry in a good way.
    All the best,
    the Famobi team
  22. Like
    SolarJS reacted to boomer1204 in Do you know any free-to-play games that run in mobile browsers?   
    I would imagine because most people who want to play a game on their mobile device are going to look in the respective app store instead of going to a site.  
    Not saying it can't be done and I'm no expert i'm just getting into this html5 development but that would be my guess.
    Let us know if you find anything different!
  23. Like
    SolarJS reacted to Smrdis in [ARTICLE] How to make up to 30,000 USD from a HTML5 game   
    My games have $1-$10 ecpm with admob / chartboost / iads , depends on traffic, but $2.5 average. 
  24. Like
    SolarJS reacted to ozdy in Canvas fallback starting to not be a requirement?   
    OK, so you posted this title without actually doing the research whether it's webgl? It's Canvas.
    But the more interesting question is whether the developer made over $2K or under $2K for this exclusive clone to SoftGames

  25. Like
    SolarJS reacted to gingerbeardman in Internet Explorer Mobile - Anti-aliasing problem (scale)   
    Take a look at this. I am enlarging the canvas @2x using CSS and keeping the chunky pixels.