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Found 16 results

  1. Hi! My game has two BG audio tracks: one for gameplay, and another for menu. I start the scene playing both, the menu sound have volume = 0. When I open the menu i call a tween that raises the menu music to max and decreases the game music to zero. When menu is closed, I call a similar tween that decreases menu music to 0 and increases game music to max volume. It works on Chrome and FIrefox. On Internet Explorer 11 it does not work. After some investigation, I found the volumes are completely ignored. Both sounds play at maximum volume simultaneously. Is there any workaround?
  2. Hello! I've been developing a game using Babylon for our client for a few months now. It has essentially developed into a 360 video player with interactive components, but I probably shouldn't reveal much more than that. For a few weeks now, I've been looking into IE 11's memory leak issue. For those who don't know, IE 11's garbage collector is broken, and reloading the page will not remove quite everything from memory. The memory will continue to pile up each page reload, until eventually the browser crashes. See https://developer.microsoft.com/en-us/microsoft-edge/platform/issues/10186458/ and https://developer.microsoft.com/en-us/microsoft-edge/platform/issues/11106982/ . Microsoft doesn't support IE 11 anymore, but the browser is used by the majority of our client's users. I have researched it and gained a better understanding of it, but have had no luck in mitigating it. Other JS libraries have bug reports on the issue, and individuals have come up with solutions that work for that library: Polymer: https://github.com/Polymer/polymer/issues/3430#issuecomment-248034098 AngularJS: https://github.com/angular/angular/issues/17637#issuecomment-387801113 Webcomponents (comments point back to the Polymer solution): https://github.com/webcomponents/webcomponentsjs/issues/541 I added only the library-agnostic code from the Polymer thread to my code, which removed document and window event listeners that may have been stuck in memory. It doesn't seem to have impacted the leak on my site, but it can't hurt so I left it in. I'm having trouble figuring out what hacks to apply in my project to help, or what methods I should change or avoid. All I could think of was to add `scene.dispose()` on unload. I know this isn't a Babylon issue per se, but has anyone come across this and attempted to solve it? What did you try? Here is my current cleanup script: // https://github.com/Polymer/polymer/issues/3430#issuecomment-248034098 var wrapper = function( name, fn, opts) { // add events to cache/queue addEventToQueue(this, name, fn, opts); this.__oldAddEvent( name, fn, opts); }; function addEventToQueue( obj, name, fn, opts ) { console.log('EVENT ADDED TO CLEANUP LIST: ' + (obj.nodeName ? obj.nodeName : 'window') + '/' + name); obj.__eventListeners = obj.__eventListeners || {}; obj.__eventListeners[name] = obj.__eventListeners[name] || []; obj.__eventListeners[name].push({fn: fn, opts: opts}); } function initListener() { document.__oldAddEvent = document.addEventListener; document.addEventListener = wrapper; window.__oldAddEvent = window.addEventListener; window.addEventListener = wrapper; }; function cleanupApp() { cleanupListeners(); cleanupScene(); } function cleanupListeners() { cleanupListener(document); cleanupListener(window); } function cleanupListener (obj) { for (var k in (obj.__eventListeners || {}) ) { var fns = obj.__eventListeners[k]; for ( var i = 0; i < fns.length; i++ ) { obj.removeEventListener(k, fns[i].fn, fns[i].opts); } } } function cleanupScene() { if(scene) scene.dispose(); } initListener(); window.onunload = cleanupApp; Thank you!
  3. On refreshing in internet explorer png images are not decoded and assets are not loaded. Only when tab is reloaded, it works in fresh tab for the first time. It happens in PIXI 4.5.1
  4. Hello everyone, First, this is my first message on this forum so I would like to say Hi to everybody and to thank you for the amazing answers I already found on it. I'm playing with PIXI v4 for a while now (some drawing + drag'n'drop tool) and find myself in trouble when I test my code on IE (not a big suprise I know...). Could someone tell me exactly what are the limitations of the PIXI Loader (the one extended from https://github.com/englercj/resource-loader) concerning IE11 ? because it doesn't seem to load resource as I'm getting empty textures on my canvas when I try to use a loaded resource. And if there are some big ilimitations, what you guys are doing as a workaround to support IE ? PS : I'm coding within an Angular (5) project, and can't find a way to debug Pixi's code on the console, hence my question on the forum Thank you in advance,, Guigzz
  5. Hello, There is some warning consoles on the latest version of Edge and Internet Explorer. They are visible on this page : https://www.babylonjs.com/demos/pbr/ They are related to these lines : element.addEventListener("keydown", this._onKeyDown, false); element.addEventListener("keyup", this._onKeyUp, false); I didn't find any problem with this except the console message but that would clear my console :p.
  6. Hello, There is a bug present with 3.0 only on latest Edge and Internet Explorer When having a bumpTexture with a pbr material the material renders black. I made a PG to test it : http://www.babylonjs-playground.com/index.html#8I10UH
  7. Hi, Anyone has got this error before? I got this in developer console in Internet Explorer 11 -> "Phaser.Video: Unable to start downloading video in time" when using video.changeSource. The canvas config (for IE) is: var game = new Phaser.Game(1280, 720, Phaser.CANVAS, 'gameCanvas', { preload: preload, create: create, update: update}); In Chrome it works ok, but the Phaser.Game is set to "Phaser.AUTO". I haven't found any reference to this error, it only appears in phaser source code. Thanks for any advice!
  8. Hi, I've had a "bug" assigned to me today (which quite frankly, I think is a bit of an edge case but I need an answer to come back with..) in Internet Explorer. To reproduce: Open any Phaser game in Internet Explorer Click the address bar Click the game Outcome: game does not resume Expected: game should resume In other browsers the outcome is as expected but not in IE. If you click anywhere else on the page it does resume. I can only guess that for some reason the click event is not being bubbled back to the browser or because the game has lost focus it is not keeping away for input events? I tried to add an event listener to the canvas element after it had loaded but no luck. Does anybody have any thoughts, suggestions?
  9. Hi guys, I'm having some problems when using CSG on Internet Explorer (I have tried with IE 11 but the problem might appear on other versions as well). I am trying to create a dice shape using the intersection of a sphere and a box but when I use the intersect method, Internet Explorer crashes with an "Out of stack space" error. The code I'm using is the following: http://babylonjs-playground.com/#L1YBN#1 Other browsers are working great. Could you please let me know if I'm doing anything wrong or what can I do to prevent this? Thanks alot in advance.
  10. Hey I'm having some issues with pointer events on windows phone 8.1 with internet explorer 11, and I'm looking for a workaround . After touching the screen and not moving your pointer/finger, you get after about 1 second a pointerup and pointerout Event, although the pointer/finger is still down - touching the screen. When you are moving your pointer immediately after touching the screen everything works fine, no pointer up gets triggered until your pointer is really not touching the screen anymore. The issue is new on wp8.1, wp8 works like expected. to reproduce it, i made a simple example http://jsfiddle.net/d7Lanb5u/ I already filed a bug report https://connect.microsoft.com/IE/Feedback/Details/1085010 & tried to connect with microsoft via twitter but no response so far thx for your help kind regards raphael
  11. For some reason when I add website user authentication "scene.executeWhenReady()" never runs. My code is like this: BABYLON.SceneLoader.Load("assets/", "main.babylon", engine, function (newScene) { console.log("Scene loaded"); newScene.executeWhenReady(function () { console.log("execute when ready"); //do stuff }}It prints "Scene loaded" but never prints "execute when ready". It works fine Safari, Chrome and Firefox though. I've set up my .htaccess like this: RewriteEngine OnRewriteCond %{REQUEST_FILENAME} !-fRewriteCond %{REQUEST_FILENAME} !-dRewriteRule ^([^/]+)/([^/]+)$ /index.php?menu=$1&submenu=$2 [QSA,L]RewriteCond %{REQUEST_FILENAME} !-fRewriteCond %{REQUEST_FILENAME} !-dRewriteRule ^([^/]+) /index.php?menu=$1 [L]AuthUserFile /var/www/somedirectory/.htpasswdAuthName "Punk Office development site"AuthType Basicrequire user someguyI'm no expert in server configurations so I might have done something wrong here, but strange that it works everywhere cept in IE. Also there's no error message in the IE console.log
  12. Hi everyone, I´ve been having issues with making the mute function working on IE11. I have the game broken on multiple .js files and I make a simple check to see if the mute button was activated by the player at the start of each .js. But seems like it's working everywhere except in IE. Looks like IE is ignoring the soundmanager and loading the sound files with the default volume of 1, that I specify when I play the sound. I tried to use the volume property of the soundmanager and removing the optional volume property for each individual sound but still I'm getting problems when moving from mainmenu.js to the maingame.js and vice-versa, with IE playing and not playing sound in a different manner than specified by the mutebuttoncheck. I've tried Phaser 2.1.3 and 2.2.1 (this one is giving me problems with the timer.stop() function and won't be able to use until I pinpoint why is giving me that trouble). I know that IE still doesn't support webaudio so I don't know if that's the issue here. I´m using separate audio files for each audio. Is there any special precaution needed in order to work with audio in IE? Here is the test link I'm using (the game is in portuguese, so if you want to test, just mute the audio and press the first button): http://www.wiz.pt/jogosgalp/powerrefinery/index.html And the condition for the mute audio: if (mutebuttoncheck == true){ mutebutton.frame = 3; _this.sound.mute = true;}else if (mutebuttoncheck == false){ mutebutton.frame = 2; _this.sound.mute = false;}Best Regards
  13. if (game.input.mousePointer.isDown) {if (playerPower < maxPlayerPower)playerPower++;onMove = 1;} else if ((onMove == 1) && (game.input.mousePointer.isUp)) {onMove = 2;sprite.body.velocity.y += Math.round(Math.sin(sprite.rotation + 1 / 2 * Math.PI) * 1000) / 1000 * (-playerPower);sprite.body.velocity.x += Math.round(Math.cos(sprite.rotation + 1 / 2 * Math.PI) * 1000) / 1000 * (-playerPower);}Works on Chrome, doesn't on Internet Explorer 11. Maybe there is different method to use for IE? I'm using dev branch. Test live here : http://japiotr.pl/gravity-test/
  14. My site NimianLegends.com has not been thoroughly tested in Internet Explorer. So for the time being I detect Internet Explorer and redirect the user to another page using this method: if(window.ActiveXObject || "ActiveXObject" in window){ // Always true if browser is Internet Explorer window.location = 'pages/core/ie.htm';}Works flawlessly. Except.... Google's spiders must use activeX because on the Google results page it always shows the ie.htm page. Is there another simple, rock solid method to detect Internet Explorer in Javascript?
  15. HI everybody. I'm using phaser 2.0.2 and I have an issue with I.E. When I load my game, I keep getting warning and error messages like "Phaser.Loader error loading file : 'foo' from URL 'fooUrl'"(Warning) and/or "Unable to set property "loaded" of undefined or null reference"(Error) Through some debugging, I've commented all the audio files and the game worked. However, when I was uncommenting the audios loader blocks to load it again, the error kept reappering. The issue also appeared when I loaded just some of the files and kept refreshing the page. Does anyone knows anything about it? Thanks in advance! Edit: The problem occurs in windows 7! In windows 8.1 is fine (don't know about windows 8)
  16. Hi guys, i have this strange behaviour with IE11 and i really have no idea what to do. When i try to launch my game (in Canvas Mode not WebGL) i cannot see nothing at all, no images, only the background color. The strange thing is that if i open the console log (F12) and refresh the page everything works perfectly! If i disable the console again and refresh here i got nothing at all again. It's a very strange behaviour and i really don't know what to do. Anyone got this kind of issue? I'm using the full-screen template and Phaser 1.1.6. Thanks.
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