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Found 10 results

  1. Hello that's my list top 5 websites for buying html5 games! If You like this list visit my site where I share with you best html5 games! https://elijahkuzmichov.wordpress.com If you publisher and looking for a good html5 games this list for you: 1. CodeCanyon 2. MarketJS 3. Famobi 4. TrueValhalla 5. DoubleDuck If You like this list visit my site where I share with you best html5 games! https://elijahkuzmichov.wordpress.com
  2. There is a problem in different browsers, for example, if a roulette ball in Chrome stops at a certain number in another browser, it stops at another. Can the difference between physics world.step (cannon.js) in different browsers?
  3. Dear all: I'm here again with several FRAMEBUFFER errors I thought has been solved migrating to BJS 3.1. (please take a look to closed topic http://www.html5gamedevs.com/topic/35352-strange-problem-when-using-highlight-layers/) On dektop (Win10 64bit), FF Developer Edition (59.0b13 - 64-bit) shows these kind of WebGL console warnings (excerpt): Error: WebGL warning: clear: Framebuffer not complete. (status: 0x8cd6) COLOR_ATTACHMENT0 has no width or height babylon.3.1.custom.min.js:5:4633 Error: WebGL warning: clear: Framebuffer must be complete. babylon.3.1.custom.min.js:5:4633 Error: WebGL warning: drawElements: Framebuffer not complete. (status: 0x8cd6) COLOR_ATTACHMENT0 has no width or height babylon.3.1.custom.min.js:5:19516 Error: WebGL warning: drawElements: Framebuffer must be complete. babylon.3.1.custom.min.js:5:19516 Error: WebGL warning: drawElements: Active texture 0 for target 0x0de1 is 'incomplete', and will be rendered as RGBA(0,0,0,1), as per the GLES 2.0.24 $3.8.2: The dimensions of `level_base` are not all positive. Also on Win10, my Chrome browser (64.0.3282.186 - 64 bit) shows awful lines like these (excerpt again) : .Offscreen-For-WebGL-00000233101348E0]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glClear: framebuffer incomplete .Offscreen-For-WebGL-00000233101348E0]GL ERROR :GL_INVALID_FRAMEBUFFER_OPERATION : glDrawElements: framebuffer incomplete .Offscreen-For-WebGL-00000233101348E0]RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering Running Safari browser on macOSX (High Sierra) works OK. Tomorrow I'll look console outputs for WebGL warnings. Well I get all these warnings but, at least, the 3D contents are all (Win10 and High Sierra) shown as intended. The real problem comes when I load the code on Android Chrome (64.0.3282.137), as it renders black all my PBR textures, while showing the following lines through DevTools>Remote devices>Console (that is I'm debugging here mobile Chrome from desktop Chrome): [.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 2 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. 85[.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 3 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. 43[.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 1 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. 42[.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 4 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. 21[.Offscreen-For-WebGL-0xb917a020]RENDER WARNING: texture bound to texture unit 5 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering. main.html#page-mixer:1 WebGL: too many errors, no more errors will be reported to the console for this context. Under Safari for iOS I get my models rendered as is expected. Tomorrow I'll be able to inspect console output. As said in the thread, all my textures are power of 2 (512x512). I can't reproduce this behavior on PG, as this is a really complex development. I welcome any suggestion about how to have my code clean of warnings and, mainly, about the way to have my PBR materials not being renderered black on Android Chrome. Best regards.
  4. After seeing this recent post I just wanted to ask how others are fairing with mobile browser performance. Also wondered if Phaser3DevTeam would benefit from hearing good and bad news from a variety of devices/browsers/OS's, because it is particularly difficult to test on multiple scenarios....
  5. You can always check if your browser (Desktop,Tablet,Phone) (Windows,Linux,Android,iOS) support WebGL and which one "WebGL 1" and/or "WebGL 2". http://webglreport.com/
  6. Hi everybody: These days I'm starting with a development involving the visualization of a shower. The software must run in desktop and mobile (this last by means of an hybrid app). In order to show the (falling) water I'm considering two strategies: chroma-keyed video with the water falling (I'm using both a mp4 and a webm containers); particles (I'm afraid of As I am concerned about the performance penalty of using particles (it needs 30,000+ and motion blur in order to resemble a "real" shower), we are tackling first the video way. Running a raw example from server, over Chrome (Win) and Safari (OSX), shows the alpha 100% clear: With Firefox (Developer Edition / 56.0b1) the alpha channel is instead shown with a degree of opacity: Do you think is possible to obtain a correct alpha in this last browser? Best regards.
  7. Hi, We are looking for a HTML 5 Game Developer (preferably as a freelance consultant) for an upcoming HTML-5 game portal having games which are optimized ONLY for mobile browsers which include: Safari Chrome Firefox Opera Mini Other android based browsers etc. Initially we need simple yet catchy/interesting HTML-5 score based games with basic mobile gestures like swap, touch etc. with no sound libraries. In addition to games, we also need some consultative support for integrating already made APIs within games' codes. For this we are willing to pay US$ 80-200 per game and we need 4-5 games. If anyone of you has already ready-made games available and willing to help help us with consultative support, that would be the best. Thanks
  8. This question is of course for each specific browser forum, but I decided to ask anyway. I am using Phaser to develop educational game where you type letters which are analog to Sandhi/Devanagari/Sanscrit language letters. So you type ṁ or ī or ṇ, ñ, etc... and these letters are simplified by typing .m, -i, n. , ~n i.e I enter letters available on my keyboard but a special Sanscrit software analyzes these keystrokes and replaces them with appropriate Devanagari letters. Of course this software is not a necessity so I need to type keys from keyboard to achieve the letters above, i.e encode them. So far I have used addKeyCapture() function to disable Space, ".", "-", and "'". Well I planned to disable Shift as well but I works somehow. Also single quote doesn't took effect as I can still open "Quick Find" box in Firefox. gameObject.input.keyboard.addKeyCapture([32, 39, 45, 46]); So, is there a way to disable browser keyboard shortcuts trough JavaScript without installing or configuring additional plugins, addons or browser settings? Any ideas are welcome.
  9. Hello. I plan to support five browsers with my game: 1. Chrome the latest (it installs its update automatically) 2. Firefox 34 3. Opera 26 4. Safari 5.1.7, doesn't play mp3 audio files if there is no Quicktime installed on the client computer 5. IE9, plays mp3 My game doesn't need 3D or video or some other advanced features. I selected these options when generating Modernizr file 1. applicationCache, 2. Canvas 3. CanvasText 4. HTML5 Audio 5. localStorage for saving game data for later use 6. sessionStorage My question is, are there any other features that I should detect with Modernizr that phaser includes with itself?
  10. Hi, This is my first post here, happy to join! :-) I'm developing a small runner game, and I'm experiencing different performance problems in different browsers. Any hints, tips, suggestions on how to solve them are very welcome! My unfinished game is here: EDIT: URL REMOVED It runs very smooth on Chrome (I'm using a 2011 MacBookPro). In Firefox, it starts very well after load, but soon it slows down, and sometimes it speeds up again at random (?) places. In Safari it's quite slow from the start. In Mobile Safari (ipad3 and iphone5) I get about the same speed, or even better, compared to Safari on the MacBookPro. I've tried doing browser profiling in Chrome, Firefox and Safari, but I'm kind of confused. It may look like the bottleneck on Firefox is the canvas rendering, but I cant explain the variations in speed over time. And I really can't see why there should be rendering problems at all on a laptop in this case. Any ideas? Best regards, Peter
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