Chrome and Firefox give different result from my plugin... WTF

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Started by estriole 6 posts View original ↗
  1. i just finished an update for my plugins...

    when i test in from playtest. it work fine...

    when i test in browser using firefox (online) it's also work fine

    when i test in browser using chrome (online)... IT'S BROKEN...

    here's screenshot:

    Spoiler
    Playtest (i add some text using photoshop)

    EST_GRAPHIC_SHIFT_NEW_PATCH.png
    Firefox

    Spoiler
    EST_GRAPHIC_SHIFT_FIREFOX_STRANGE.png
    Chrome (THIS ONE IS BUGGY. instead of blend / tone change it become black)

    Spoiler
    EST_GRAPHIC_SHIFT_CHROME_STRANGE.png


    wtf...

    just before one of my plugin that work fine locally... got errors when launched online... but it's because of asynch data that not finished loading when transfering map... (still cannot find a way to fix it).

    then now the result from playtest fine... using firefox fine... but using chrome is error.

    i kinda hate to support browser game now...

    also i have read that in Android / IOS it use chrome as base... so i guess my plugin above will also buggy like in chrome... so i have to test using chrome instead of firefox ???
  2. If you async load data, make sure it's finished before the scene starts or at least before you do anything with it.


    /edit: I don't think that's a problem with lazy loading. I had a similar issue when testing my Gif plugin to see if it works with toned images. It does, but i experienced the same stuff as you. I ignored it after making sure, that it wasn't caused by my code.
  3. Iavra said:
    If you async load data, make sure it's finished before the scene starts or at least before you do anything with it.

    /edit: I don't think that's a problem with lazy loading. I had a similar issue when testing my Gif plugin to see if it works with toned images. It does, but i experienced the same stuff as you. I ignored it after making sure, that it wasn't caused by my code.
    for asynch problem... i still confused how to manage that. i add some code in Scene_Map.prototype.isReady

    but it still bypass that and start the scene...

    for the chrome toned problem... thanks for info. at least i know that it's not my code fault...

    Mellye said:
    This will depend completely on how exactly you implemented those effects. But indeed, Javascript interpreters aren't all the same.

    This might help figure out where the difference lies:

    http://caniuse.com/#compare=ie+11,edge+14,firefox+45,chrome+49,opera+12.1,opera+35&compare_cats=JS%20API
    i just modify what by default included in MV Sprite_Character...

    so it's either MV bugs or Chrome Bug.

    i just gonna give warning in the plugin then...
  4. what version of chrome do you have? We're aware of a bug that makes sprites go black in one particular version of Chrome (or maybe two). I suspect this is going to be related.
  5. Shaz said:
    what version of chrome do you have? We're aware of a bug that makes sprites go black in one particular version of Chrome (or maybe two). I suspect this is going to be related.
    my chrome Version 46.0.2490.86 m

    if there's a fix for this... it would be awesome. :D .