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Found 5 results

  1. Hi, all! Is it piossible to refuse black screen delay when the game starts? It happens on first milliseconds of the start.. Thanks in advance
  2. Hello everyone. The problem is I want to immediately display the loading screen. I don't want to see a black screen before the loading screen.I followed the example shown in, events, but the loading progress always remains at 0. I can't figure out what the problem is. Can you help me? my boot state looks like this init: function () { game.stage.backgroundColor = "#012358"; game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; }, preload: function () { atlas = game.load.atlas('mysprites', 'im/sprites.png', 'im/spritesJson.json'); game.load.spritesheet('anim', 'im/myloaderSheet.png', (animationFrameWidth + spaceBetweenFrames), animationFrameHeight, 30); }, create: function () { game.state.start('Loading'); } and my loading state looks like this preload: function () { game.load.json('txts', 'scripts/text.json'); game.load.script('webfont', ''); game.load.start(); }, create: function () { myTxts = game.cache.getJSON('txts'); bg = game.add.tileSprite(0, 0, 1280, 720, 'mysprites'); bg.frameName = "bg"; animation = game.add.sprite(( - 25), ( - 50), 'animation'); loadingBar = new Phaser.Rectangle(, spriteY, 10, 3); anim.animations.add('playAnim', [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15], true);', frameRate, true); game.load.onLoadStart.add(loadStart, this); game.load.onFileComplete.add(fileComplete, this); game.load.onLoadComplete.add(loadComplete, this); }, update: function () { loadingBar.inflate(1, 0); console.log(game.load.progress); }, render: function () { game.debug.geom(loadingBar, '#FFFFFF'); } function loadStart() { console.log('Loading'); } function fileComplete(progress, cacheKey, success, totalLoaded, totalFiles) { console.log("File Complete: " + progress + "% - " + totalLoaded + " out of " + totalFiles); loaded = true; } function loadComplete() { if (loaded) { changeState("Level 1"); loaded = false; } }
  3. first thanks for view this. i am a fresh guy about phaser and maybe my problem si really a easy question. sorry for that. OK ,let's get to the point. I wrote a game using Phaser a few days ago,today someone tell me that it cannot open the second time. well.i started on solving it.but had no gain on this. when it opened the first time ,there 's no question.but when the second time , it would be all black and there still plays the sound ,and when i touch the screen ,it gives me response. so i was confused ,it seems that,all the functions are works normally except the display. is there any one comes to my problems ? regards.
  4. Hi there, I have a weird situation here... I have my game working perfectly online (playing in Chrome and Firefox), cool. If I try it with CocoonJS Launcher on tablets and smartphones everything works perfectly, super cool. But, when I compile the project at least the first time I install and run the .apk, I get a black screen, not cool at all. Usually, if I close the game and I open it again, it works fine, not a big deal, but the first time I run the game, I ALWAYS have a black screen (sometimes is 2, 3, 4 times...). The "weird" thing is that after working fine once, it works perfectly always, but I don´t have a f* clue about what the hell is happening here. Does anyone some info about this? I´m lost I´m using Phaser 2.0.7 (now I´m compiling with 2.1.3), webview+ and 2.1.1 compiler.
  5. on the iPad Air I've got the previous version of the CocoonJS launcher, everything works fine. On my other iPad I've got the new version (Updated a few days ago). The same game won't show up in the new Version. It shows FPS, but a black screen, there are also no errors in the console... I do not know what this is causing? any suggestions, what is different in the new launcher? //EDIT: Game won't show up in canvas+, webview+, webview. canvas+ loads the fps up to 60... that's all, webview+ and webview are doing nothing... still no errors in the console... before the update everything works fine. And it is not only with one game, another I've been developing : sam effect :/