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Found 21 results

  1. Hi Guys, The scene that I have built, makes the page refresh every now and then on any iPad safari or chrome. On an iPad Air 2, it keeps refreshing itself every now and then. On an iPad pro, it loads, but the moment I use the camera view to look around it dies and refreshes. I am starting to think that this is something to d with the speed/memory on the iPad and the amount it can handle when the camera turns and the processing begins. I have tried debugging it on the iPad by connecting it to a Mac on safari. But as soon as the refresh happens, the dev tools disappear and
  2. Good morning everyone! I use a shader in my game who create a starfield and then, after a while, it slowly disappear from the center to all the screen. On every device I've tested (pc, Android, iPhone 5c, first iPad, Mac book pro, ecc...) it work as I want. In the new iPad the whole in the center, instead of be "trasparent" or "invisibile", it is total black. Anyone have a clue to solve this?
  3. Hello experts, I've selected babylon js to integrate a 3D human model to one of my mobile application developments. I'm using Ionic framework to write hybrid applications for iPad and android tablets. But when I integrated the 3D model in iPad, the animation was not working as expected. In order to find the issue, I tested the Bones example in babylon js example list on browser and experienced that even that example doesn't work on the safari browser of the iPad and iPhone. Here are some visual outputs of what I tested. Example on Mac, Chrome : Successfully working Ex
  4. Hello, I've been using various color pickers native to Windows and Android - however I find I must create my own from scratch for IPAD and IOS. So I've built one, however I found an extension called jscolor.js in which I like the featureset incorporated - so I'm considering this. Does anyone on this forum have any experience using this extension? Also, I'm looking at using filedrop.js. Anyone with experience who might provide some pointers on using this? it's really straight forward, but I'm looking for any negative experience anyone may have found using this. Cheers, DB
  5. Somehow phaser is not loading on IOS, yet loads fine on all else. Don't know what could be causing this, and it happens on multiple projects... What are the differences between IOS and the rest of the devices?
  6. Has anyone had any success using Phaser offline using a manifest file. I've set up a manifest file to allow offline use. Works fine everywhere I've tested except on my iPad. The first time, when it downloads the files, it works fine. The second time it just stops. I traced it down to the audio. /** * Called when a file is successfully loaded. * * @method Phaser.Loader#fileComplete * @param {number} index - The index of the file in the file queue that loaded. */ fileComplete: function (index) {... case 'audio': if (this.game.sound.usingWebAudio)
  7. Hello everyone, I tested the following link with PC: - firefox 36.0.1 - IE11.0.9600.17631 - Chrome 40.0.2214.115 and they all work Android: - Chrome 40.0.2214.109 - Firefox 36.0 and the all work iPad Air 2: - Safari (don't know what vresion, but I have the latest iOS installed) - Chrome 40.0.2214.73 both don't work Can you help me with iPad? here is the link: http://www.star-italia.net/babylon/test.html Thanks in advance
  8. I'm using pixi 2.2.5, and recently tried my project out on a retina ipad. I'm running into a strange texture resizing issue. This is probably my fault somehow, but I am struggling to figure out how to get the ipad to resize the texture properly. As you see in the attached image, it seems mobile safari is off by 1 pixel when trying to render each tile sprite. This makes it look like theres some space between each tile because it is actually partially rendering the bottom of the tile above this one in the texture. The tile sprites themselves live in a SpriteBatch, and I'm doing some resizing b
  9. Hello, I have a IFrame and within the iframe I redirect to the game.html. When I click in the game.html everything freezes. Everything works fine when using a computer (any browser), windows phone or android, but with an iphone or ipad it won't work. Below are the example files to replay the problem... index.html: <html><body> <iframe src="click.html" height="900" width="800"/></body></html>click.html <!DOCTYPE html><html> <body> <a href="Game.html">CLICK HERE</a> </body></html>Game.html <!DOCTY
  10. OK can somebody please explain it to me like I'm 5? Or point to a tutorial? I'm interested in packing my game (one JS, one HTML, and a bunch of assets) into an iOS app. This would need to be properly signed, etc blah blah so it can be in the App Store. I've been doing Unity3D iOS games for years now and it's never been this hard.
  11. Hey Guys I'm having trouble with using a mask on an iPad2. It works fine on any PC, android and even on a macbook, but not the ipad. Using the following code: this.mask = this.game.add.graphics(0, 0);this.mask.beginFill(0xff00ff);this.mask.drawRoundedRect(30, 30, this.game.world.width - 60, this.game.world.height - 60, 10);this.mask.endFill();this.mask.name = "Mask";Any ideas?
  12. First Game for #ios released! Support! Available for #iPhone and #iPad https://itunes.apple...?l=de&ls=1&mt=8 #indiegame #gamedev #dev #indiegamedev #invaders #breakout Classic Games brought together, enjoy awesome gameplay and adorable graphics. See supported devices below* features: - 72 different levels - arcade mode - level mode - iPad & iPhone compatible - retina graphics - 2 favorite gameplays brought together - unique powerups - no advertising No Advertising, just gaming. Nothing else. Invaders Breakout is a classic indiegame based on two popular retro gam
  13. I was implementing some simple fireworks using emitters that looked pretty, but after a couple of minutes on the iPad, they killed the browser. Psudeo code is: Firework Constructor: - Create sprite for positioning, and to be the visible projectile. - Create primary emitter for particle trail and primary explosion. - Create secondary emitter for multicolour explosions. - Call makeParticles on both emitters with a random (out of 4) particle sprite. Firework Update function: - Decrement life timer. - Set emitters position to match projectile sprite position. - When time is up, call beg
  14. Hey guys we've updated Standoff to 1.1.3 - Optimized for iOS8 - Leaderboard sorting more accurate - Helpful popup dialogs added - Various bug fixes and performance improvements https://itunes.apple.com/app/standoff/id921395674?ls=1&mt=8 In an empty tract of the milky way where the desperate head in search of something better, you must Standoff against the galaxy’s most fearless opponents - your friends. Standoff pits two players against each other on the same iPad. Players, known as ‘Tub Jumpers’ must destroy their opponent with an arsenal of cannons, troops, tanks, and tubs.
  15. Hi folks, I've been trying to detect when a page in mobile Safari (iOS 6) on an iPad is not visible. My intention is that I can then pause a game and any audio that's playing. The Page Visibility API doesn't seem to work so I then tried adding event listeners for pageshow, pagehide but unfortunately I had no luck with that either. Has anyone dealt with this problem before and come up with a hack/solution? A half arsed idea I had as I was typing this is to monitor the elapsed time since the player last interacted with the page and if it's X seconds then pause. I don't know how reliable th
  16. Hi guys, I've been thinking to upgrade my system requirements to at least iPod Touch 5th gen (previously iPod Touch 4th gen), which is the minimum device that supports iOS 7. I am into the new features of iOS 7.1 for minimal-ui, also the fact that the devices used are iPod Touch 5th gen at a minimum, which allows me to push more performance on some of my games at a cost of lower market share. There's also a fact from my game testing about usability, if your game requires a lot of interaction from the bottom of the screen, most likely users (especially my mom ;D) will touch the browser button
  17. Hi guys, I've been playing around with Phaser for the last couple of weeks and I'm really loving it, very easy to work with and fun too! I have come across an issue however, I'm sure I'm probably doing something silly so I'm hoping someone can point me in the right direction. The issue: I come from a web dev background, so for my images, I've made them double the size and then using scale.setTo(0.5,0,5) to shrink them to the size I want them to display at. That's all fine, however when I use the game on my iPhone the images appear rather blurry instead of nice and crisp. Can anyone poi
  18. Hi, we recently released one of our side projects on the iOS App Store. UDDER IN THE DARK is a puzzle game featuring our blind cow Udder. Guided by the player, she has to navigate through a maze, in complete darkness. The game was build with EaselJS and CocoonJS. It features 31 mazes with different game mechanics. We purposely avoided tutorial levels and menu screens to keep the player invested in the world. UDDER IN THE DARK is optimized to run on iPads, but will also run on iPhones up from 4s. You can download the game for free from: https://itunes.apple.com/us/app/udder-in-the-dark/id737694
  19. Hi there, We've used Pixi.js a couple of times already in commercial projects because its so beautifully fast. Unfortunately one of the projects we're currently working on seems to be bucking the trend and we are struggling to get to the bottom of it. The app consists of a continuous strip of panels that scroll left to right - we're using DisplayObjectContainers for each panel and then loading in a bunch of images (in layers) and displaying them as sprites within that. Performance was excellent until we started to build more panels where it felt like some sort of memory threshold was cro
  20. I have Launched my first game yesterday, i have developed it for iPhone and iPad, working on Android version now. AppStore Download Link: https://itunes.apple.com/us/app/puzzle-r-puzzle-redefined/id727136524 Play For Fun. A Fun way to Learn.
  21. I'm here again with new problems! o/ I make this simple test game (http://eukito.com.br/teste/phaser) to check the input on mobile only clicking on the screen, and open him in one iPad 1 and another iPad 4 (both with safari browser). In the iPad 4 the game is running perfect (except when turning around the iPad, when you do this, the game disappear), but in iPad 1 the game doesn't run, and throws my old friend error : "undefined is not a function". Can anyone help me with this 2 problems?
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