wizzard262 Posted December 30, 2014 Share Posted December 30, 2014 sorry I've searched for the answer for this, but found none.I've created my game : http://www.battleofhoth.comand tested in on all devices I've got to hand so far. PC works greatTesco HUDL2 works greatHTC Desire it just about playable in Android default browser, but slow, no sound, pleasant surpriseiphone 3 I get small black squares with green diagonal through them for spritesbut images I've added to the game render correctly (see attachment)Nexus 7 1st gen (I downloaded Android 5, keen to see it, but it really slows it down)I get black void squares the correct size for spritesbut images I've added to the game render correctly (see attachment) and tweenThe game does work when you jab around at itI suspect this is just the devices being too old.The iPhone 3 I'm surprised worked as well as it did,but the Nexus 7 I thought would work. Is there a list of devices that do and don't support Phaser ?(Would that just be a list of devices that support either Canvas or Web GL?) Have I possibly coded something incorrectly that I could fix ? ThanksSteve Link to comment Share on other sites More sharing options...
MichaelD Posted December 31, 2014 Share Posted December 31, 2014 Are you using the latest Phaser source code? This problem is 99% due to lack of proper WebGL implementation of the browser or webview of the device. It happened to me too and I had to revert to Canvas to solve it. Check this out also: http://caniuse.com/#feat=webgl Link to comment Share on other sites More sharing options...
wizzard262 Posted December 31, 2014 Author Share Posted December 31, 2014 perfect thanks !I changed Phaser.AUTO to Phaser.CANVAS and it worked on the Nexus 7 1st GenSo I guess it thinks it can do web GL,tries to, and does it badlyStrange as that is the newest Android Lollipop 5, maybe its a hardware thing.I've had only 1 other thing fail on it. (Gravity, game that goes with the film) I still get the same problem on iPhone 3 but not bothered about supporting that.I think that may be a different issue, its what happened on desktop when the image file was missing so its like its not finding the image files. Link to comment Share on other sites More sharing options...
MichaelD Posted December 31, 2014 Share Posted December 31, 2014 I bet it will work nicely on a chrome browser, the native browsers tend to have worse implementations of Canvas and WebGL. As for iPhone 3 what OS version runs that is what is important because Apple only supported WebGL on 8 and 8.1, and Canvas had many problems before iOS 7. Link to comment Share on other sites More sharing options...
ericjbasti Posted December 31, 2014 Share Posted December 31, 2014 iOS6 (hell even iOS3) was and still is perfectly fine for almost all Canvas needs (its the other APIs we like to use that it doesn't support ex. performance.now, requestAnimationFrame ). You just need to track down what is causing the image to not load. If you go into Settings / Safari / Developer you can turn on the console and it should spit out any warnings or errors for you. It won't be the most detailed but it might be enough to figure out what you need to check in to. Link to comment Share on other sites More sharing options...
Recommended Posts