1 decade ago 
				by KarlozM
				
																
			
			
				Seems that there are some limitations in Safari.
I've created an entity, size: 29x50, Firefox shows it with no problems, but in Safari all I get is a blank image.  My animation source file size is 319x50.
So far i've been modifying the "Simple Jump'n'Run Demo", and i'm using v1.16.  No errors in console.
However, could it be that i'm doing something wrong?			
		 
			
			
				1 decade ago 
				by KarlozM
				
																
			
			
				Disregard this question.
Problem was the cache, i thought that having "Disable caches" in the "Develop"  menu was enough.  Had to reopen Safari.
Also being able to delete a post would be nice.			
		 
			
			
				1 decade ago 
				by dominic
				
																
			
			
				If you append the 
nocache parameter, the browser's cache will be completely bypassed. This is very useful when you are working on your game's graphics or sounds. (Also see 
 ig.nocache)
Just point your browser to 
index.html?nocache
I 
could delete your post/topic, but I think someone else might learn from it too :)			
 
		 
			
			
			
				I just learned about nocache... so you're correct ;)			
		 
			
			
			
				I just learned about nocache too.			
		 
			
			
			
				I've noticed that if I reload my game on the iPad while it's running, it almost never finishes loading. I have to close the tab and go to history to load it again. Then it almost always loads. This is with a simple game.
If I put mygame.com/index.html?nocache and reload during the game, it almost always reloads without getting stuck, just as if I had closed the tab and typed the address anew.
But when I try to put  ig.setNocache( true ); in main.js init (); it doesn't seem to help with this problem of the game not reloading while running.
Where is the best/proper place to put  ig.setNocache( true );			
		 
			
			
				1 decade ago 
				by dominic
				
																
			
			
				If you put 
ig.setNocache( true ) in your Game class&
039; #init() it doesn&
039;t do much anymore. The Loader loads all the game's assets (images and sounds) and it respects the #nocache flag when doing so. However, only after everything is loaded, your Game instance is created and the 
init() method called.
You need to call 
ig.setNocache( true ) before starting to load the assets - i.e. before calling 
ig.main():
ig.setNocache( true );
ig.main( '#canvas', MyGame, 60, 320, 240, 2 );
			 
		 
			
			
			
				I put in before ig.main but it still won't reload on the iPad unless you close the tab and enter the url again.
I now think it's because the iPad doesn't have enough processing power to reload the page, as if it's still got the update loop going or something and doesn't have enough processor cycles devoted to loading the page. I'm not sure how to get around that.			
		 
			
			
				1 decade ago 
				by wilson
				
																
			
			
				@dominic 
Hi! Still new to the party, but very much enjoy working with Impact so far. Nice job btw! I just used nocache as you described, because an old version of a sound file was kept in the cache. The nocache option worked as expected for the sound file, but unfortonately none of the background images are displayed, the ones for the entities are. Any idea, or is it a bug?			
		 
			
			
				1 decade ago 
				by wilson
				
																
			
			
				Nevermind. A reload images in Weltmeister seemed to fix it. I changed the image directory structure, adjusted all paths in js-files, but not in Weltmeister for the tileset paths. Wonder though how that had an effect.			
		 
	
	
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