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Found 22 results

  1. Hi, I hope you are doing well! It is with joy that I share with you the game GravytX The Gravytoid! (The game should have been released 4 years earlier but due to some technical constraints it was delayed!) Trailer (Click on the image below): About the game: Play as GravytX an alien who has the ability to control objects remotely and manipulate gravity. Travel the universe to save the peoples who are under the domination of the Vodouas (Malicious beings who want to conquer the universe) and bring peace to their Planets. • Here are some surprises that await you on your travels: - Several Planets to discover - Diverse and fun levels - Gameplay mechanics unique to each Planet - Fun puzzles to solve - Multiple Bosses and Mini-bosses to challenge! - And many other things to discover (We are not going to reveal everything to you anyway!) • Note that the game supports Gamepads! Get ready to experience adventures beyond human understanding! Game link: Web (HTML 5) version Have fun and have a nice day!
  2. Hey, I just upgraded to OSX Sierra and this bit of code does not work anymore on chrome : /* --- Skybox --- */ var skyboxObject = BABYLON.Mesh.CreateBox("skyBox", 10000.0, scene); var skyboxMaterial = new BABYLON.StandardMaterial("skyBox" + sceneKey, scene); skyboxMaterial.backFaceCulling = false; skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture(taskObject.ASSETS_FOLDER + "/textures/fantasy/Sky", scene, ["_px.png", "_py.png", "_pz.png", "_nx.png", "_ny.png", "_nz.png"]); skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE; skyboxMaterial.diffuseColor = new BABYLON.Color3(0, 0, 0); skyboxMaterial.specularColor = new BABYLON.Color3(0, 0, 0); skyboxObject.material = skyboxMaterial; skyboxObject.rotation.x = Math.PI; I get this : Only one side of the cube. No error in the console. I will try to get more information on this, I have been swamped these past few days... sorry. This bug is not present in safari.
  3. @Sebavan Hi, checked new examples of PBR , but found some issues. It doesn't work in safari mac, probably because it uses webgl1, works great in other browsers but they have webgl2. Example On safari sphere is just black. Dont get any errors just some warnings from webgl: [Log] BJS - [08:31:35]: Babylon.js engine (v3.0) launched (babylon.js, line 3) [Warning] WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL (babylon.js, line 5, x54) [Warning] WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment type is not correct for attachment (babylon.js, line 6) [Warning] WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment type is not correct for attachment (babylon.js, line 6) [Warning] WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment type is not correct for attachment (babylon.js, line 6) [Warning] WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment type is not correct for attachment (babylon.js, line 6) [Warning] WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment type is not correct for attachment (babylon.js, line 6) [Warning] WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment type is not correct for attachment (babylon.js, line 6) [Warning] WebGL: drawElements: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete', or it is a float/half-float type with linear filtering and without the relevant float/half-float linear extension enabled. (babylon.js, line 5, x196) [Warning] WebGL: too many errors, no more errors will be reported to the console for this context. (babylon.js, line 5)
  4. Hello I have messed around with the playground and I would like to use the full version, I downloaded the files from github but i do not know how to actually get into the full version and start coding, please help, I have only ever used python and a small bit of CSS
  5. Hi, does anyone have problems with new playground on mac safari browsers? Every time I click run scene just disappears.
  6. Hi, we are happy to announce a new (preview) release of Phaser Editor! There are a lot this time: The so waited MacOS support! Visual prefabs (sprites and groups). Visual editor support for states and preloader states. Some TypeScript support. Assets refactorings (great for larger projects) New Project wizards with more options (like include demo assets or use TypeScript). Updated Phaser Editor demos with prefabs and multi-levels. Git UI integration. And lot of fixes and enhancements. Many of them requested by Phaser Editor users (that's great, so many thanks!) Read the release notes. Arian
  7. Hi everyone, I'm having some weird issues with Safari on Mac : it seems like using the arrow keys in combination with A messes up the keyboard language. I have a french keyboard (azerty), and if I press A, no issue, A is triggered. If I press the right arrow + A, the A becomes a Q. Is that a known issue? Is anyone having the same issue? Is there something wrong with the way I handle the keys? Here is a JSFiddle to illustrate the issue (open the console to see the logs) : http://jsfiddle.net/PQVnT/1718/ Thanks a log guys!
  8. What is the best tool for mac to handle sprite sheets ? I need one that i am able to replace sprites of a spritesheet easily... Does not matter if its paid or free...Thanks in advance.
  9. Hi guys ! I just spotted what I think is a bug (or rather a compatibility issue). Here is a *very* simple PG : http://www.babylonjs-playground.com/#27DV4V#6 It only prints the depth map on a plane. Here is a screenshot of the PG with Chrome 52 on Windows 7 : Here is a screenshot of the PG with Safari on an Ipad (iOS 9.2.1) : As you can see, no depth map with Apple, the plane is totally black (or gray with the light here). Maybe are you aware of this issue ? (do I hope too much ? ) Is there a WebGL restriction I don't know with Apple ? I had the chance to run the PG on different Macs and iPhones (different versions also), and the issue appears on every Apple device. I don't own any Apple devices but I can make tests at work if you need them. I would be glad to help if I can. PS: I make some tests and it looks like a simple render target texture with a shader material which computes the depth could work. And it seems like the RTT of the depthRenderer has a lot of different properties than the basic RTT I made.
  10. Hi all, I'm making a game in phaser and it is making my mac run very hot. I'm looking to find out what might be the cause. I noticed the first time it happened was when I made a shooter game that did not cache bullet objects, but instead just created new ones. After maybe 20 refreshes the game was causing my mac to run very hot (so much that you wouldn't want it on your lap). I fixed that and it cooled down. The second time was when I was logging 'this' in an update function, which I don't think should result in that but it was. Outside of not reusing objects what else can be a really big memory/processor suck in your game?
  11. https://okaybenji.itch.io/bitbout A single-screen, local competitive platformer 2-4 players duke it out while trying not to fall to their doom. Each player has 3 lives and limited HP. Last bit standing wins! Code, design and music by Benji Kay. @okaybenji Art and animation by Adam Bing. @Exciteless Source code is on Github. Written with Phaser, with chiptune2.js for SFX and music. Supports PS4 DualShock 4 and Xbox One controllers! This is my first game release. I would love to hear some feedback. Thanks so much for taking a look!
  12. Here is my simple code: <html> <head></head> <body> <canvas id="renderCanvas"></canvas> <script src="jquery-2.1.4.min.js"></script> <script src="babylon.2.2.max.js"></script> <script> var canvas = $("#renderCanvas"); var engine = new BABYLON.Engine(canvas, true); var scene = new BABYLON.Scene(engine); var camera = new BABYLON.ArcRotateCamera("Camera", 1, 2, 10, new BABYLON.Vector3(0, 0, 0), scene); scene.activeCamera.attachControl(camera); engine.runRenderLoop(function () { scene.render(); }); </script> </body></html>When I open that with jQuery and BabylonJS in the same directory, I get this error in Firebug: It works in neither Firefox nor Chrome. WebGL does otherwise work. I can, for example, run https://videos.cdn.mozilla.net/uploads/mozhacks/flight-of-the-navigator/ and the Three.js examples. I get this same problem on both my Windows and my Mac. Anyone have any idea what's wrong? Here is my Firefox-configuration on Windows:
  13. Hi, I'm new to Babylon.js and to this forum, so perhaps I am missing something obvious. The documentation on PBR http://doc.babylonjs.com/overviews/Physically_Based_Rendering has an image of beautiful materials with different glossiness and reflectivity values. But when I run the demo Playground Demo Scene - PBR Materials in my browser (Safari or Chrome, on a Macbook Pro), the materials look much less impressive. For low glossiness and reflectivity values, the spheres don't look "rough" with a lot of light scattering. Instead I can clearly see the edges of the skybox. See attached screenshot, the spheres in the top right corner. Why is this happening? Is it my hardware? Did something change in the source code since the picture was taken? Thanks! [Edit] complete specs: Chrome Version 48.0.2564.116 (64-bit) and 49.0.2623.87 (64-bit) Safari Version 9.0.3 (10601.4.4) MacBook Pro (Retina, 13-inch, Early 2015) Intel Iris Graphics 6100 1536 MB 2,7 GHz Intel Core i5 8 GB 1867 MHz DDR3
  14. GunnSwitch is a HD 2d hardcore shooter with a hardcore Psytrance soundtrack, coming to Steam in 2017! Mobile Version this Fall! GunnSwitch, Cidade AP's next project for PC and STEAM features a Psytrance soundtrack produced by some of the most talented artists from around the globe. GunnSwitch will be a clash of hardcore gaming VS hardcore Psytrance! LINKS: 1st Trailer GunnSwitch Home Page Facebook Page Twitter Twitch.TV to follow our live dev blog sessions, join contests and have a blast! We will be sharing the story of our development with you as we go, we're just getting started! We are happy to answer any questions you may have. Cheers
  15. Hi everybody! I did a configurator for prefabricated houses: http://concept.wec360project.se/arholma10n.php It works fine on Chrome for Windows, Firefox and Safari but the drag and drop function its not working on Chrome for Mac. Here is a video where you can check how it works on other browsers: Here is a video with the errors: I had the same issue in Internet Explorer but I fix it (just for IE) changing: src = evt.dataTransfer.getData ("text / plain"); for: src = evt.dataTransfer.getData ("text"); but on Chrome for Mac this only let me put the first model of window and first model of door (other windows, doors, color function, roof function dont work). I asked a friend in other country to prove it because I dont have mac equipment (its hard to find in my country). How can I fix the drag and drop function for Chrome for mac? Thank you all in advance.
  16. Hi everyone! I'm trying to make a house configurator, the problem that I have is not working properly on mac. You can see a preview version of the configurator in: http://www.wilawara.com/wec360demo/ And it works fine on Windows (Chrome & Firefox) as seen in this video: But as in my country it is not very easy to access Mac equipment I asked a friend (in other country) to try it in mac but the drag n drop function does not work, you can check the mistakes in this short videos: https://www.youtube.com/playlist?list=PLnzWqhLuiuDCtWe0fhr86lqLPcf2-Jn4Z Can someone tell me what I should correct to make it work properly on any desktop? Thank you very much to all.
  17. built with & Description Shiny Gauntlet is a Dungeon Hack n Slash, Bullet Hell, Rogue-Lite Adventure. Select your champion and explore the Gauntlet. Collect weapons, enchanted rings, bottle and/or consume the mysterious remains of defeated foes, all the while chasing the wily cultist who has stolen your Shiny Shard! Inspired by games such as Binding of Isaac and Legend of Zelda, Shiny Gauntlet is a game designed for players who like short play sessions of intense difficulty. Features Fight your way through a randomly generated death labyrinth!20 playable classes!60 enchanted rings!Bottle the remains of your foes and consume them later for powerups (if you're into that sort of thing).A really SHINY shard! Grab the playable demo Here The game is currently on Steam Green Light ~It would be awesome if you voted~ Contact @shinygauntlet facebook/shinyGauntlet or shoot me an email at: [email protected]
  18. Hi, I noticed today while developping that when you press mac's cmd + directional arrow keyboard shortcut on a game where the arrow keys are binded, the command will repeat itself for a while (probably due to the original cmd + arrow function of moving the cursor to the end of the line), i first noticed it on my project, but it also happened on the website's examples as well. I dont know if this applies to window's ctrl + arrow as well, i haven't tested it yet. I did some research here on the forums and found nothing (perhaps i searched wrong), is this behavior normal? Is it possible to avoid it? (Other that not binding events to the arrow keys)
  19. I am making a typewritter game in portuguese using phaser, and some words have accents, like café or água. The problem is, whenever someone tries to type an accented letter, such as á, phaser only captures 'a', completelly ignoring the accent before, since accents are typed as ´a. Accents for some reason don't get captured, like ´ or ~ before an letter, so I can't even build an table like 'if there was a ~ before an a, then replace with ã'. I don't know how to know when an accented letter was typed on mac, I need help I am using this: game.input.keyboard.addCallbacks(game, undefined, undefined, function (key) { if (game.typer) { game.typer.typed(key); } console.log("phaser: " + key); game.data.toConsume.push(key); });and also attempted to use: window.addEventListener('keypress', function (event) { var key = event.keyCode || event.which; console.log("press: " + key + ", " + String.fromCharCode(key)); event.preventDefault();});window.addEventListener("keydown", function (e) { var key = event.keyCode || event.which; console.log("down: " + key + ", " + String.fromCharCode(key)); if (e.which === 8) { e.preventDefault(); }});keydown event sometimes would capture some crazy thing rather than an accent, however, if the accent were to be accessed via 'shift + 6' for instance, I would only know that 6 was pressed, but not what 'shift + 6' means
  20. Hi everyone, I'm from Belgium and making games in my free time(with a full time job and 2 kids). This is one of the first official game I made. It's available on android/PC/Mac(links below). It's totally free and will be updated with new "servers". In short, you work for The Agency and they provided you with a hacking device, you must learn to use it (user manual included) and connect to servers to discover the truth behind the disappearance of scientists from a powerful organization. The game is easy to pick up but decoding all messages will take time. There are achievements and leaderboards on Google play games services. This game has been made mainly with construct 2 and cocoonjs. If you have any question about the development, I'm available. Please enjoy and send me your feedback. Fabrice from Studio Nonante. Welcome to the Agency, You have been chosen to be a part of one of our most important investigation. Several scientists at Venntech disappeared these past few weeks, they were working on top-secret experiments and we don't know what happened to them or what they were working on. For this purpose, we've sent you a brand new hacking device: the SD90. Use it to decode messages they were exchanging before they vanished. As this task is crucial for the Agency, you and other agents will be competiting for the position of worldwide best agent. Good luck! - Innovative MATH PUZZLE, very ADDICTIVE with a lot of replay value. - DECODE the messages and discover the MYSTERIES around the Venntech company and its borderline scientific experiments. - The SD90 is a brand new DEVICE in your hands, complete with his user's manual. Learn to use it and to master it! - Decode messages by using operators on DECIMAL and HEXADECIMAL numbers. Hexadecimal numbers is an exclusivity in the world of mathematical games on mobile, this game will allow you to think differently and to learn how to do calculations more easily in that numeric system. - Worldwide LEADERBOARDS and ACHIEVEMENTS with the Google Play Games service. - MORE servers will be available soon. The perfect game for brainiacs, easy to play but still a great challenge. Here are the links: Android: https://play.google.com/store/apps/details?id=com.studiononante.sensitivedata Linux 32: https://mega.co.nz/#!79lwWJpI!xUut80suJ ... HHH_65GP-4 Linux 64: https://mega.co.nz/#!Tply0QZK!_MDZlCOYh ... MbAqDWWBoQ MacOSX: https://mega.co.nz/#!7s8yRYqb!4owiYHyUs ... eMrzY7jR0w Windows: https://mega.co.nz/#!XodlHbaa!GtqFkQbKa ... Zatbn5fdE4
  21. Hi all, I you use the Dash app for Mac OS X to download and read documentation, then you might be interested in the Phaser Docset that I just created. Information on how to download the Docset can be found here. The Docset is very basic in its current state. It has entries for each class in the Phaser namespace and nothing else. In the future, I plan on adding entries for constructors, properties, and methods.
  22. WebCode is a vector drawing app for Mac that generates JavaScript+Canvas, CSS+HTML or SVG code. www.webcodeapp.com
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