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About Filipp_BSG
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Rank
Advanced Member
- Birthday 11/27/1996
Contact Methods
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Website URL
http://www.black-snowflake.org
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Twitter
GamesSnowflake
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Skype
blacksnowflakegames
Profile Information
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Gender
Male
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Location
Russia
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Liked it! Reminded me of some PSX games. BTW, is the scoreboard actually online?
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GM:S exports to the native code (Java in case of Android), so it's at least more stable.
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Have you tried using delta time trick? Multipling all speed variables and dividing all timers by delta variable will give you the same game speed on all FPS (just smoother on higher ones). In our case using delta time gave a pretty smooth experience with 30 FPS (with 60 initial) on Samsung Galaxy S3's stock browser which is 2012 and had very poor HTML5/canvas support even for its time.
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Filipp_BSG changed their profile photo
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Windows 10, Firefox 56.0.1. This browser version is quite buggy anyway.
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The game freezes after pressing the puzzles button, with ReferenceError: TouchList is not defined in console. Nice design though.
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scaling issues - blurry when down-scaled
Filipp_BSG replied to Ooops's topic in Coding and Game Design
I've figured out that the blur was caused by <viewport> HTML tag on iOS and by <MobileOptimized><HandheldFriendly> meta on Android. Too strange... -
marix started following Filipp_BSG
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scaling issues - blurry when down-scaled
Filipp_BSG replied to Ooops's topic in Coding and Game Design
Up. Experiencing the same issue when managing canvas scaling via GMS; although, when pinching the webpage down even a little, the blurness immediately comes off (left – untouched, right – pinched down; iPhone 6, Safari): The game above is 1280x1920, so, it's not because of scaling up to fil the screen. I guess that we should manage canvas scaling not via GMS, but via JS (since GMS' method gives such ugly results), but what is the best way to do that? -
+1, since May
- 22 replies
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- revenue share
- revshare
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(and 1 more)
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Yes, I've meant that one and it still gives me 403... UPD: Nevermind, using a proxy worked well.
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The link to the form gives me 403 – anybody else figured out how to get it working?
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Martzlab000 started following Filipp_BSG
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I hate to be one of these people but.....(self pity rant)
Filipp_BSG replied to WaywardSpirit's topic in General Talk
It's much better choice to use GMS 1.4 now – GMS2 is still in beta and have a lot of bugs. Although, you can check, which functions were changed or removed in GMS2 and code in GMS1 to reach maximum code compatibility without GMS2-generated compatibility scripts. -
I hate to be one of these people but.....(self pity rant)
Filipp_BSG replied to WaywardSpirit's topic in General Talk
If you're planning to deploy not only HTML5 games, but also mobile versions (not wrapped HTML5 builds with tools like Intel XDK), GMS is a good choice – and the main reason is that you still can use JS via extension system, which allows to communicate with different APIs or to implement specific JS functions. However, if you're focused on mobile HTML5 only, Phaser is easier to optimize. -
Luminous Wizard reacted to a post in a topic: ["SOLVED"]GM: Studio instance_deactivate/activate and other issues
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["SOLVED"]GM: Studio instance_deactivate/activate and other issues
Filipp_BSG replied to -AAG-'s topic in General Talk
In case of "rare bugs" try to create a blank project and export old resources to it. -
Firefox 50.1.0, Win7 – links on your website are unclickable (however, can be opened via right-click menu). Nice productivity through.