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Found 15 results

  1. Hello, Is it possible to and if so, how do we suppress "Babylon.js engine (vX.X.X) launched" appearing on the console? Thank you,
  2. Hello guys, I'm here to show you my final project of my bachelor degree in Computer Engineering. The name of the project is Spectrum, and is a fully HTML5 based video game console that will run games in HTML5. The idea is the same of OUYA, but, with a different approach of systems and hardware. First, because it's a portable (ok, will be) and it's running on a Linux embedded in the Raspberry Pi platform, using Qt to handle with low level programming and the rest it's the good Tri-Force: HTML5 + JS + CSS. It's designed to run with ANY frameworks and engines released in the game market, so be
  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.
  4. Having more Three.js experience where the general practice is to define your variables globally at the top, I'm getting used to keeping them local when that's all I need (most Babylon.js examples seem to do this), but I'm of course unable to inspect them in the browser console to look at the topology. This is a pretty general open-ended question, but mostly I'm wondering what's the best way to still be able to inspect when using local variables? I'm more generally wondering what's the best Babylon.js practices with respect to what I'm asking. Thanks!
  5. So, trying to get my simple project loaded in ffox this morning and ran into a whole bunch of console log errors. I presume its with the new ffox quantum update or with the new 3.1 beta preview. PG is showing some of the same errors, I haven't narrowed down to causes yet. Also seeing some rendering artifacts on my imported meshes. Should I be worried ? Or are these mostly teething issues ? BJS - [10:33:57]: Babylon.js engine (v3.1-beta-5) launched babylon.js:3:18630 Error: WebGL warning: Failed to create WebGL context: WebGL creation failed: * Error during ANGLE OpenGL init. * Erro
  6. hi, The error message does not print on console page if it is triggered right after an asset is loaded, has anyone met the same issue? https://www.babylonjs-playground.com/#11BH6Z#312 If I give it a little delay then it shows normally. This also happens when I use assetsManager.addMeshTask.
  7. I've dabbled in developing Flash games back in the day using frameworks like Flashpunk, but haven't done much in terms of game development in recent years. I kept developing concepts though, one of which I'd like to develop further using modern tools - but I'm completely lost in the current world of 2D game architectures. One option I'd really like to have is being able to export to console (PS4/XBone). Consequently I've tried out Unity and Game Maker Studio (I've bought a 1.4 version license some time ago). Both seem very cumbersome to me and I'm struggling to get a decent workflow estab
  8. Hi again, I can't really find much about it, but isn't it right that everyone can manipulate variables and call functions of my game via console and therefore cheat very easily? Is there a general way to avoid that ? Because that would be horrible
  9. Hello everyone. As I said before on this forum, I am working on a HTML5 Gaming console + API. The feature set that I have in place at the moment is a library for clients and the game. Next to that I have created a dashboard for the console in which games can be selected. The game-view is then loaded into the dashboard window. I also created a client to control the console dashboard (users can open this client on their phone). If a game is selected, the game player view is loaded into the client. The setup uses sockets and emitters to send events from and to the game and clients. I also ha
  10. I would like to prevent players from switching to any game state by typing "game.state.start('name');" into the console. Has anyone found a way to prevent this from happening? Imagine you have a login-screen and any user can just type "game.state.start('play');" into the console and skip straight into the game. I have already tried using anonymous functions and closures but the problem is that the other states such as BootState, MenuState, GameState etc cannot access the game object created from new Phaser.game. I cannot be the only one who's worried that users can simply skip any game st
  11. I've just published the library called FConsole, which should help pixi.js developers with debugging visual elements (the same as it was with the Flash-Console in Flash). Demo site Features Display List Inspector Hierarchy Properties Editing Any feedback is welcomed!
  12. Hey fellas, I've found an issue where some errors do not appear in the javascript console. For example, in this playground http://www.babylonjs-playground.com/#IXKRE , I put "BAYLON" instead of "BABYLON" on the line 16, and there is no error in the console. But when I put the same code outside the ImportMesh callback, it does throw an error. It hasn't always been like this, though. I could narrow down the problem to this exact commit, where the issue was generated: https://github.com/BabylonJS/Babylon.js/commit/b23fe21009073e2790d2a5be0bf03b3aa13b92e4#diff-207980660c3ac28d763f8c488a
  13. Hi guys, i'm having trouble with this code , the error is "Cannot read property 'velocity' of null" in player.body.velocity.y = Math.abs(playerSpeed); <!doctype html> <html lang="en"> <head> <meta charset="UTF-8" /> <title>Drop Wizard</title> <script type="text/javascript" src="phaser.min.js"></script> <style type="text/css"> body { margin: 0; } </style></head><body><script type="text/javascript">var game = new Phaser.Game(480, 320, Phaser.CANVAS, '', { preload: preload, create: create
  14. Good morning game makers! One of our goodboys (@Hooray_For_Matt) just finished a neat write up on the state of playing html5 games on consoles. There are more places for people to play our games than we thought it seems! http://www.goodboydigital.com/exclusively-everything/
  15. (Either I'm the first to notice this or everyone thinks it's so obvious they didn't bother to write a forum post about it ) When I run my game, I see two red hearts and a gray one next to "Phaser vX.X.X ...". I thought it was just decoration but I noticed in screenshots from other people that sometimes there are three red hearts. So I inspected the piece of code responsible for the output of that line which, with 'pretty print' enabled, reads: var a = b.VERSION, c = "Canvas", d = "HTML Audio", e = 1;if (this.renderType === b.WEBGL ? (c = "WebGL", e++) : this.renderType == b.HEADLESS &&
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