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Everything posted by uyerdna

  1. I had similar problem and someone did give me an answer though I haven't had time to confirm whether it works or not http://www.html5gamedevs.com/topic/16356-audio-on-safari/#entry92409 Basically, you'll need M4A extension for iOS and you must not play any audio before user interacting with your html5 content Please give it a try and let me know if it works!
  2. My 2 cents: You can do this much better in TypeScript. I'm rather new to JS so I don't really know the 'myriad ways of writing it', as the forum says there is, and I was stunned trying to write OOP stuff. Moving to TS really makes everything much smoother!
  3. Hmm I see it now. I guess I'll just need to the grunt work myself if I want live-testing on my device I think I can just copy my game files to www folder of mongoose or any server and then run it on my device. Should work that way but I need some one to throw that idea at me. Thanks Tom!
  4. I was using UniServer when I developed my game using Phaser JS.. Would you kindly tell me how to hook it up to Visual Studio 2013?
  5. I'm starting to re-work my game using TS and now using Visual Studio 2013. IIS works perfect for me to test and iterate my game rapidly but I need to test it on my device as well. When working with Phaser JS, I need only to set up gruntfile.js, launch grunt, edit a little something and it will work. Can anyone please tell me how to test my game on my device or if needed, set up custom web server in VS? Thanks!
  6. Your game is working perfectly fine to me (Firefox 40.0.2 Win 8)
  7. Nebulocity, firstly sorry for butting in for such a irrelevant problem, but I thought you should know your game suffers the same problem with my problem from here. The game won't load audio files properly on Safari Phaser.Loader error loading file: bgm from URL null Phaser.Loader error loading file: jump from URL null Phaser.Loader error loading file: coin from URL null Phaser.Loader error loading file: dead from URL null Followed by TypeError: 'undefined' is not an object (evaluating 'this.masterGain.gain')
  8. I figured there is something wrong with my audio files so I tried - converting them to 128kbps 44100hz, no luck - try importing a mp3 sound that comes with the phaser sample, not working either - updating from phaser 2.3.0 to the latest 2.4.2, nope The game is working perfectly fine on mobile / desktop, only on browsers other than safari It seems like safari is handling this audio loading stuff differently than other browsers. At least to me, that seems to be the case. I'm using firebug lite to show console on my ipad http://iosbookmarklets.com/tutorials/firebug-lite-bookmarklet/ And from
  9. Hi My code is pretty standard; it works well on Chrome and Firefox, even on Android's stock browser Here's the log from Safari audio[bgm_menu]: error loading asset from URL null (no supported audio URL specified) audio[bgm_game]: error loading asset from URL null (no supported audio URL specified) Followed by TypeError: 'null' is not an object (evaluating 'this.context.createGain') TypeError: 'undefined' is not an object (evaluating 'this.masterGain.gain') Fthese above I think is because the game tried to play a sound that is not properly loaded Actually looking at the console log, all
  10. I just tested m4a files. No luck either. I keep getting the same error loading asset from URL null Here's a portion of my preload code preload: function () { // load assets for the loading screen this.preloaderBar = this.add.sprite(this.game.world.centerX - 150,this.game.world.centerY, 'preloaderBar'); this.load.onLoadComplete.addOnce(this.onLoadComplete, this); this.load.setPreloadSprite(this.preloaderBar); // Begin load here this.game.load.bitmapFont('littera', 'assets/fonts/littera.png', 'assets/fonts/littera.xml'); this.load.image('mainmenu_bg', 'assets/mainmenu/m
  11. Hi all I'm finishing up a little game and just now I found out that Safari is not so friendly with audio. I have tested my game working fine on the following browsers: chrome, firefox, IE, chrome android, and chrome ipad. I tested my game on Ipad 2's safari, but it says "error loading asset from URL null (no supported audio URL specified)" TypeError: 'null' is not an object (evaluating 'this.context.createGain') TypeError: 'undefined' is not an object (evaluating 'this.masterGain.gain') Tested on my PC's safari, the erorr is the same. My audio spec is - mp3 96kbps 22,050 kHz - fallback t
  12. Can someone please let me know what happens to the local tween when it has finished its tween? TweenOutIngredients: function () {var tweenTray = this.game.add.tween(this.ingredientsTrayGroup); tweenTray.to({x: -900}, 300, Phaser.Easing.Back.In, true); tweenTray.onComplete.addOnce(function(){ this.ResetIngredients(); }, this);},I'm worried if this local tweenTray object will not be picked up by Garbage Collector and will cause memory leak. Also, is there a recommended way to test for memory usage? When making AIR applications, we can just fire up Task Manager and look at adl.exe, I'm
  13. Ah, that works perfectly! I can't believe I spent a few hours just because I didn't add 'this' to addOnce Thank you very much, Tom! You're a life saver!
  14. I haven't tried typescript yet but one thing does concern me. Will it be difficult to add external JS API (say, compulsory API from game sponsors) later on, if we're not using JS?
  15. Hi guys I'm still really new in this whole JS thing so I get easily confused while writing down my ideas. Currently I'm stuck with writing tween correctly. Would be great if someone can see my code and tell me what's wrong this.readyText = new Phaser.BitmapText(this.game, this.game.width/2 - 100, 500, 'littera', 'R E A D Y', 42);this.readyTween = this.game.add.tween(this.readyText).to( { y: this.game.height/2 }, 500, Phaser.Easing.Linear.None, true);this.readyTween.onComplete.addOnce(function(){ this.readyText.text = 'SET'; // want to change the text, but it won't work this.ready
  16. I have zero game development with JS and even less with grunt (I didn't even know there is such a thing) Weeks ago I followed this tutorial http://codevinsky.ghost.io/phaser-tutorial-getting-started-with-generator-phaser-official/ I still don't know exactly how grunt works but now I'm perfectly happy with my setup I have live-reload enabled and all I can see is that my code is already uglified (whatever this means) and ready to deploy when my game is ready
  17. Thanks for the answers guys! You're all very helpful! +1 for Videlais this is exactly what I was looking for
  18. uyerdna

    BMP vs Jpeg

    As far as I know, BMP is never a file format of choice to be used in games (at least not even one time in my years of coding games) One reason being BMP is like, well as Rich put it above, monstrous in terms of file size. With JPG, you can compress it down to Quality 5-6 and can still get away with a pretty decent result If your game is pixel-art style, you can try even lower quality to save more bytes
  19. Hi everyone Coming here as AS3 developer, I have almost zero JS experience previously Perhaps what I'm missing is proper JS coding knowledge, I'm sorry if I posted at the wrong section I'm building a test project using latest Phaser. So far so good! Have managed to create some things visible, tween, bitmaptext and spritesheet working, and learn a few tricks in the way. My only complaint is that coding Phaser JS on Sublime Text is a pain when compared with coding AS on FD and I'm too lazy to give Typescript a try. Currently I'm using the template from the nice codevinsky http://codevins
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