Search the Community

Showing results for tags 'stutter'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • 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


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 5 results

  1. Hello everyone! I have a big map with a tilesprite in the background (repeating mountains). When I want to hide them, the first time I do background.alpha = 0, I notice a huge stutter. I can go back to alpha = 1 and alpha = 0 as much as I want later on, no issue. Only the first alpha = 0 causes the game to lag terribly. I have tried with visible, renderable, exists etc. : same result! I have also tried to create a tilesprite with different frames and switch between them, but the impact on performance was dreadful (lost 50FPS!). How could I avoid that? What's the cause of this stutter? Thanks a lot!
  2. I'm doing a small animation test, and even the simplest animation seems to stutter? What am I doing wrong? Have a look here: //Avatars var Container = PIXI.Container, loader = PIXI.loader, Rectangle = PIXI.Rectangle, Graphics = PIXI.Graphics, Sprite = PIXI.Sprite, resources = PIXI.loader.resources; //Setting the stage var stage = new Container(); var myView = document.getElementById('main'); var renderer = PIXI.autoDetectRenderer(window.innerWidth,window.innerHeight,myView); renderer.view.className = "rendererView"; document.body.appendChild(renderer.view); var wW = window.innerWidth; var wH = window.innerHeight; loader .add([ "images/portfoliozepper.png", "images/bg.png" ]) .load(setup); var dir = "right"; var bob = "up"; function setup() { console.log("starting setup"); bg = new Sprite(resources["images/bg.png"].texture); zep = new Sprite(resources["images/portfoliozepper.png"].texture); bg.position.set(wW/2,wH/2); bg.anchor.set(0.5,0.5); bg.scale.set(2,2); zep.position.set(100,wH/2); zep.anchor.set(0.5,0.5); zep.scale.set(-0.5,0.5); stage.addChild(bg,zep); state = idle; gameLoop(); } function gameLoop() { requestAnimationFrame(gameLoop); state(); renderer.render(stage); } function idle() { if (dir == "right") { if (zep.x < wW) { zep.x += 1.5; } else { dir = "left"; zep.scale.set(0.5,0.5); } } else if (dir == "left") { if (zep.x > 0) { zep.x -= 1.5; } else { zep.scale.set(-0.5,0.5); dir = "right"; } } if (bob == "up") { if (zep.y > wH/4) { zep.y -= 0.5; } else { bob = "down"; } } else if (bob == "down") { if (zep.y < (wH/2 + wH/4)) { zep.y += 0.5; } else { bob = "up"; } } }
  3. I've just ported the key bit of a game I'm working on from HaxePunk to Phaser and am having a problem. As my main sprite moves it stutters, judders and in general does not move with the silky smooth motion I am expecting. You can have a look at it in action here: I've tried both Chrome and Safari on OSX and both seem to have the same issue. I've also tried commenting out more the code (so it just moves the sprite at a programmed constant rate) and it's still not smooth. I've also tried playing around with calculating the motion based on elapsedMS, elapsed and physicsElapsed and none seem to make much difference. My CPU only runs at about 20%, so I'm kind of at a loss as to whats going wrong. Anyone have any thoughts?
  4. Hey everyone, first of all - thanks for PhaserJS. It's awesome and I love working with it. I'm working on a game called rocklegend - which is available here: - currently to see the game you have to login. I created a user account for you guys to test: Username and password: phaserjs I optimized a few things such as the notes (only drawing a fixed amount of notes at the same time, so I have 20 notes and reuse these objects)... But currently I can't find out why the game still feels laggy sometimes. The notes are positioned within a Group Container and the containers y position ist updated in each update call according to the playback position of the played song. I'm not sure if the problem is the sound library - I'm using SoundJS for the sounds - should i try lowlag maybe, or if it's my code that's not optimal... You can find the concatenated version of the JS at Any advice, hints, ideas are greatly appreciated! Also, if you just have tips how I could try to debug this problem, that'd be great
  5. Hello everyone, I've been having issues the last couple of days, because the arcade physics seem to be working unreliably in firefox. I have had no problems and no failures with it in Chrome. In firefox every now and then the game lags (more of a stutter, very short freeze) and the arcade-physic collision detection fails. I can walk through walls, fall through the ground and jump through ceilings. Looking at the framerate reveals a small drop in framerate whenever this happens. I also noticed that in Chrome the framerate stays more stable and the problem never happened so far. Looking through the issue tracker on github also didn't reveal anything in this direction. Can anyone help me with this?