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Showing results for tags 'iPad'.
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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 also, I see no errors there before it refreshes. If I am right, how do I work towards making it lighter for iPads and if I am wrong, what should be my approach?
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- ipad
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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?
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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 Example on iPad, Safari : Issues in human 3D model Example on iPad, Chome : Issues in human 3D model Example on Android, Chrome : Successfully working In summary, the 3D human model has few issues in iPad. I've experienced same issues in iPhone too. Can someone help me to understand what would be the problem and any fixes if this is an already known problem? Thanks.
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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
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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?
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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) { file.data = this._xhr.response; this.game.cache.addSound(file.key, file.url, file.data, true, false); if (file.autoDecode) { var that = this; var key = file.key; this.game.cache.updateSound(key, 'isDecoding', true); this.game.sound.context.decodeAudioData(file.data, function (buffer) { if (buffer) { that.game.cache.decodedSound(key, buffer); that.game.sound.onSoundDecode.dispatch(key, that.game.cache.getSound(key)); } }); }The problem is that once the files have been cached, the file.data = this._xhr.response is null and that causes a DOM exception 12 error when the sound is added.
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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
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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 by setting the scale on this SpriteBatch itself. I'm not doing anything else special to try to support this device other than a viewport meta tag. I figure this may be related to the device pixel ratio. I tried to double the size of the tile spritesheet, but the issue still seems to occur.
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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 <!DOCTYPE html><html> <head> <style> body{overflow:hidden;} #game_div { width: 760px; height: 1100px; margin: auto; } </style> <script type="text/javascript" src="./Game/phaser.min.js"></script> <script type="text/javascript" src="./Game/main.js"></script> </head> <body> <div id="game_div"> </div> </body></html>main.js var game = new Phaser.Game(760, 1100, Phaser.AUTO, 'game_div');var overlay, countdownText;var counter = 0;var main_state = { preload: function() { }, create: function () { //game overlay overlay = game.add.graphics(0, 0); overlay.beginFill(0x00A54F, 0.8); overlay.drawRect(0, 0, game.width, game.height); countdownText = game.add.text((game.width / 2), (game.height / 2), counter, { font: "65px Arial", fill: "#ffffff", align: "center" }); countdownText.anchor.set(0.5,0.5); }, update: function() { countdownText.setText(counter++); }}game.state.add('main', main_state); game.state.start('main'); TNX
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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.
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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?
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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 begin. - If already started, call boom instead. Firework Begin function: - Reset all positions. - Revive projectile sprite. - Set velocity on the projectile sprite to shoot it up the screen. - Call makeParticles on the secondary emitter with a random particle sprite to change up the explosion colours. - Start emitter 1 to leave a particle trail up the screen. Firework Boom function: - Kill projectile sprite - Call start on primary emitter, set to explode. - 50% chance to call start on secondary emitter, set to explode. This created a really nice visual effect, but after a couple of minutes of running on the iPad, it caused Safari to close. I altered the code to only call makeParticles on the secondary emitter once at the creation of the firework object and now it runs fine without killing the browser. So, lesson for today is to not call makeParticles on an emitter (or 4) every few seconds. It is probably better to have a bunch of secondary emitters from the start, and pick one to explode at random.
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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. Use methodical strategy to build and guide your army through no mans land to take out your enemy’s resources. Blast your cannon to add fire to the mix. Take advantage of support call ins to turn the tide of the battle. Destroy the enemy through any means possible. - Unique two player real time strategy on one ipad - Intense mix of real time strategy and arcade style play - Play between a variety of maps from different areas of the Scutum Crux - Control & manage your Battle Station - Build & Deploy up to 6 ground units with unique abilities from your battle station at any one time - Fire at the other team with a GIANT cannon equipped with 3 firing modes - Turn the tide with support call ins including: -- Alpha team : 6 rifle infantry are dropped in by chopper on your side of the map. -- Air Strike : Cut a gaping hole in the enemy lines with a bombing run. -- Heal Beam : Bring your forces back to full health. - 1500 free tokens to spend on support call ins - Climb the Leaderboards and crush your friends high scores Standoff is the ultimate multiplayer experience for iPad bringing a whole new level of gaming to the App Store. This game is free to play, however there are purchases available for additional game content. A premium upgrade is available for players after a more ‘ad free’ gaming experience. Take that bet to the table, end it with Standoff. = MORE = Website - www.tubjumpers.com Facebook - www.facebook.com/TubJumpers Youtube - www.youtube.com/user/NYUKNYUKGAMES Google+ - www.plus.google.com/+Tubjumpers/posts Music - www.davidlong.co.nz/ Meet other tub jumpers - www.meetup.com/Tub-Jumpers-Standoff/ Join the conversation - #TubJumpers #Standoff
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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 that would be and it's quite game specific. Thanks, Anthony
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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 buttons at the bottom, which is frustrating. The question lies on how big is market share of devices below iOS 7/7.1 right now? What do you think guys? Do you think it's worth it? anyone has data on iPod Touch 5th gen/iPhone 5/iPad mini market share among themselves? Anyone of you dropping iPod Touch 4th gen already? I am about to do it this year for my next game, as my next game requires more power. Thanks!
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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 point me in the right direction here, am I doing something wrong? Thanks, Martin
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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/id737694034?mt=8 All of the graphics were done by Olaf Albers (www.olafalbers.de). If you are into it you can check out concept drawings of the game, on his website. Please let me know what you think of it. Cheers, David
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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 crossed on the iPad Mini/2. The issue we have is that we are going to need 100+ panels within our strip - so memory management is of the upmost importance. So far we have 38 and the frame rate has already dropped to an unusable level. We are of course loading in each set of layers only as the user scrolls to that point in the strip and destroying panels they have already moved past but this doesn't seem to release the memory back to the browser fully. We are removing the sprites from the display list, destroying all the PIXI.Textures, removing them form the PIXI.Texture Cache and nulling everything but the frame rate just slows the further in you get. If you skip straight to the end (skipping the need to load all the images on the way) it stays fast. Here's part of the 'unbuild' function that exists within each panel: //console.log(PIXI.TextureCache) for (var pane in this._panes) { //console.log(this._panes[pane].art.children.length) for (var layer in this._paneData[pane].layers)//go through all the layers in this pane { PIXI.Texture.removeTextureFromCache(Game.path+'panel-assets/'+this._paneData[pane].layers[layer].art) //console.log('removing', Game.path+'panel-assets/'+this._paneData[pane].layers[layer].art) } for (var bubble in this._paneData[pane].bubbles)//go through all the layers in this pane { PIXI.Texture.removeTextureFromCache(Game.path+'bubbles/'+this._paneData[pane].bubbles[bubble].art) //console.log('removing', Game.path+'bubbles/'+this._paneData[pane].bubbles[bubble].art) } this._panes[pane].art.alpha = 0 while(this._panes[pane].art.children.length > 0) { this._panes[pane].art.getChildAt(0).texture.destroy() this._panes[pane].art.removeChild(this._panes[pane].art.getChildAt(0)) } for (var layer in this._paneData[pane].layers)//go through all the layers in this pane this._loadedLayers[this._paneData[pane].layers[layer].art] = null for (var bubble in this._paneData[pane].bubbles) this._loadedBubbles[this._paneData[pane].bubbles[bubble].art] = null //console.log(this._paneTimelines[pane].getChildren()) var timelines:any[] = this._paneTimelines[pane].getChildren() for (var timeline in timelines) { timelines[timeline].kill() timelines[timeline] = null } } timelines = null this._loadedLayers = {} this._loadedBubbles = {} if(this.timelineAcross) { this.timelineAcross.clear() this.timelineAcross.kill() this.timelineAcross = null } if(this.timelineAmbient) { this.timelineAmbient.clear() this.timelineAmbient.kill() this.timelineAmbient = null } It will also run beautifully smoothly (60fps) if we generate 100 panels and reuse the same image assets for each one. I realise this may be a larger issue with mobile safari and its memory limitations such as I have read about here: http://stackoverflow.com/questions/10582502/javascript-runs-slowly-in-safari-ipad2-after-loading-200mb-worth-of-new-images and here: http://engineering.linkedin.com/linkedin-ipad-5-techniques-smooth-infinite-scrolling-html5 But these articles refer to HMTL5 image objects in the DOM. I was wondering if there is anything else I can do in terms of getting mobile safari to forget image data that has been loaded and viewed via the PIXI ImageLoader or if we are going to have to completely change approach? Any suggestions would be really appreciated! Thanks
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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.
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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?