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  1. It's impossible to find a problem without knowing a lot of details about your project. For example, size of your assets, amount of sprites, amount of texts,...type of the mobile device...
  2. Hello! I finally decided to try to use TexturePacker. This tool looks promising. Now I am just rewriting tons of my code. Here's the question, I hope some of you, friends, might be able to help me: My old code: var background = game.cache.getImage(backgroundName); something.drawImage(background, 0, 0, background.width, background.height, 0, 0, gameWidth, gameHeight); Can I do the same thing, but with background image being placed into texture atlas which will also include multiple other images? How can I do ' var background = game.cache.getImage(backgroundName);', but with texture atlas use? It seems methods like getFrameData return only some info strings.
  3. Well, it's getting scarier: 2.0.7 seems to be a bit unstable on Iphone 6. I'll check other devices. I'll keep digging, but it seems I soon will be choosing between unstable but fast Phaser 2.0.7 and stable but extremly slow on stock browsers Phaser 2.5.0. Maybe somebody faced the same problem or it's just me? I thought Phaser is the best framework for crossplatform/crossbrowser development...
  4. Hello, friends. Here's some data for you I collected during my research. I think it may be useful for somebody who's like me trying to create truly crossplatform/crossbrowser html5 game and (unluckily?) chose Phaser engine. My game can be described like this: Size of the entire game: 3 mb Resolution: 640*960, up to 10 small sprites on the screen, 1 background sprite - that's all. ARCADE physics to process collisions between those 10 sprites. Not bitmap fonts - 2 text labels on the screen. Here's the stats I collected so far: Game works fine on Iphone 5/6 when I use CANVAS. Game works fine on modern android devices with chrome. Some devices fail when I use CANVAS - they prefer WEBGL. I got stable 60 fps and I am happy. But what about stock browsers? What about windows phones? Here the results for CANVAS on Lumia 930: Phaser v2.0.7, Pixi 1.6.1 - Works perfectly on Lumia. 60 fps, buttons work, scaling works. Phaser v2.5.0, Pixi.js - Extremly SLOW. Everything works fine, but with 10-15 fps. Phaser v2.4.1, Pixi.js v2.2.8 - Extremly SLOW, buttons don't work. Phaser v2.3.0, Pixi.js v2.2.8 - Extremly SLOW, buttons don't work. Phaser v2.2.2, Pixi.js v2.2.0 - Extremly SLOW, buttons don't work. Phaser v2.2.1, Pixi.js v2.2.0 - Extremly SLOW, buttons don't work. Phaser v2.1.3, Pixi.js v2.0.0 - The game didn't launch. // That's fine, I suppose API changed a little. Phaser v2.1.0, Pixi.js v1.6.1 - Extremly SLOW, buttons don't work, scaling broken. I prefer to use the latest versions of Phaser. But with v2.5.0 game gives me 10-15 fps as max. v2.0.7 works perfectly giving 60 fps. So, friends, do you have any idea what happened with Phaser between 2.0.7 and 2.1.0? After the 2.0.7 version this engine gives pretty poor performance on this device.
  5. I have completely different data with my android 4.4.2. When I use CANVAS, I have 8 fps (the simplest possible game with 2 text labels based on native fonts (not bitmap) on the screen and 10-15 sprites). If I use WEBGL, I have stable 60 fps. UPDATE: if I test it on old Ipad Air, I have 10-15 fps with WEBGL and 15-20 with CANVAS. On Iphone 6 I have 60 fps in both cases. UPDATE: on Iphone 5, WEBGL doesn't work at all. CANVAS works (20-30 fps). We are all doomed, guys
  6. It's pretty strange that this topic is dead. TS provided pretty nice set of requirements (some lines are copied from the reqs. of one decent publisher I must add). I'll add my personal comments to these requirements from the point of view of regular developer: It's funny but it's the requirement that has the lowest priority for publishers (IMO): you can sell total crap puzzles and sliders with trash gameplay but with extreme quality arts and sounds. I am still wondering why the developers of html5 frameworks like Phaser can't provide a decent solution for these problems. Theme of html5 games localization deserves more topics on this forum. You have different fonts, you have embedded fonts, you have bitmap ones. You have COMPLETELY different performance. Publishers ask to separate text and images, but who cares if you use bitmap fonts - you'll need to provide bitmap fonts for Spanish, English, French, Japanese,... You can't just translate your .js files where you save your strings that need to be localized - you need to provide bitmaps. So much pain, friends, so much pain.
  7. Solved! Damn. I've added '<meta charset="utf-8">' to my .html file...And now everything works fine!
  8. I am digging this... Just noticed a strange behaviour: when I use \u1321 code symbols, sometimes it works: if my localization file contains 死, Phaser fails to display it. If I use something like \u1231, it displays a right letter. It seems it's an encoding problem. Hell.
  9. So, I tried different fonts (including weird ones like MS Gothic) and it didn't help. I also tried to use Spanish word (quién): Which fonts do you guys use?
  10. Thanks for your advices! I'll try different fonts today and will post the results here.
  11. Hello! I have a problem, friends: I use Phaser text objects in my game: game.add.text(... My way of implementing game localization is the simplest possible way: I just store strings like var locString_testString = 'test string' in a separate .js files. When I use English, everything is fine. But when I change 'test string' to something like "ぽ", weird stuff (check the attachment) is displayed. My files are in UTF-8. I checked docs, but didn't find anything according to locale/localization. Maybe some of you faced the same problem? I will appreciate any help!