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ptaczek last won the day on November 27 2017

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  1. btw: the browser version throws this error after the match: Can't request ad because fyber is not initialized. UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object) UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) FyberService:RequestAd(Action) SoG.Game:RequestAdAndAddWaiter() SoG.<LoadNextWave>c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
  2. For those of you who'd like to have the maximization of the game window back, I've created a Tampermonkey script which does just that: resizes the playfield to fit the browser's window height. You'll need a Tampermonkey extension for your browser (all major browsers are supported) and then install my script. Update: I have put the script on greasyfork.org for better transparency and easy installation. You can find it here.
  3. Good job on the speed of the fix. Unfortunately it results in 'You've lost a rank' + 'You ranked up' messages combo after the match if a player's point count is just at the begining of a new rank (means, the player just ranked up after the last match). Which kind of works but is confusing at the same time. Sure a few ifs would fix even that but what would be an absolutely perfect solution is to store the actual gamestate on the server, at least the result of the last wave played or so, and let/force the user to continue where he's left off or got the game crashed. The serverside game state persistence would also solve the cases, when I start a battle on android and the game just crashes after the start but before the battle loads, resulting in lost stamina points. Maybe instead of persisting the state serverside, a clientside state snapshot at some key points during the gameplay would solve the problem of lost points or cheated victories. My 5 cents...
  4. And I can see what's the problem: The canvas element that holds the game drawing is <canvas id="#canvas" ...> but it should have id="canvas" without the #. The setFullscreen() and resizeChild() functions look for the canvas element by it's id using jquery $('#canvas') but the # in the jquery selector means 'look for ID canvas. So just remove the # in the <canvas> element id and you'll be fine. Regards, ptaczek update: well, the 50% centering also causes problems with the canvas fitting the window height. So yes, the main problem is the #canvas id but more work is needed to make it nice. But maybe the scaling is disabled on purpose.
  5. Hi eds_Yzia, browser is Chrome 61.0.3163.100 (Official Build) (64-bit), macOS Sierra. And I tried to dump (bypass) the cache, I tried anonymous window. Also theres no error in the console, just one warning about game data deserialization and then tons of info messages from unity engine. Looks like a debug build to me. But who knows.
  6. The online/browser version 1.2.8 on play.spellsofgenesis.com keeps the same smallish resolution regardless of the browser window size. Chrome 61.0.3163.100 (Official Build) (64-bit), macOS Sierra. I haven't tested other browsers.
  7. Today I found there's new version online on play.spellsofgenesis.com but it keeps the same smallish resolution regardless of the browser window size.
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