Jump to content

Search the Community

Showing results for tags 'phaser.canvas'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 5 results

  1. I was posting this thread at the wrong place (it was in Phaser 2). OK, I am having a very bad time with clickable objects. It works perfectly on desktop browser but when I run it on my Android mobile the hot spot is totally off. Please refer to the attached picture to have an idea what I am talking about. The blue square is the clickable object (it's a .png picture). Tapping the object won't fire the input event but if I tap around the position where I draw the marquee it will. In other words, the clickable area is off of the picture. I found this thread where the OP had a simil
  2. OK, this is weird. I spent a lot of time trying to figure out why my image objects wasn't firing when I tapped on it (it works on desktop). After several tests I noticed that it happened that on mobile screen the clickable area was off of the image (displaced). I found that someone had a similar issue and figured that it had something to do with devicepixelratio when using Phaser.CANVAS. I couldn't test with Phaser.AUTO because my mobile throws a WebGL error when I try to use it. Any idea how to fix this issue? Thanks!
  3. Hello, I am creating a game with Phaser and I guess it is quite large, at least there are a lot of sprites. Using Phaser.AUTO which went to Phaser.WebGL on my desktop (i7-4770k @ 4ghz, 16gb RAM, GTX 970 4GB) I can't even maintain a 60fps (usually around 48-55fps) and there is noticeable stutter on 720p. The same is true for my 2015 Macbook Pro 15". I doubt I'd get any better results on a less powerful computer. I heard that using text with WebGL slowed it down a bunch? but that is a question for a different thread I guess. Anyway, I was searching for a way to speed up my game a
  4. Hi, Not sure if this is the right place to post this, if not sorry and send me to the right place My issue with the Phaser.CANVAS renderer is when I lock my device in landscape then unlock it then the screen jumps about and then turns into a black screen. You can still press all of the in game buttons even though you can't see what you're doing. The game works fine when rendered in WEBGL but the framerate takes a big hit so it needs to be in CANVAS ideally. This only happens on Android devices. Thanks
  5. When using a 2048x2048 texture atlas the game runs fine. But if I switch to a 4096x4096 texture atlas, the game freezes for a short period of time (less than half a second) once every second. This doesn't happen on my iPhone 4S, only my PC. And it only happens in Chrome, and when using Phaser.CANVAS (Phaser.WEBGL works fine). I'm using Phaser version 2.4.4. I'm getting close to releasing this game, and I'm a bit worried about this... Thanks in advance!
×
×
  • Create New...