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Found 347 results

  1. Crosswalk is a way of publishing HTML5 games and apps as Android native apps, using Chromium for Android. We've written about it more on our blog: This is a huge improvement over non-browser wrappers like CocoonJS and Intel's AGI - but note it only covers Android 4.0+, and not iOS. It's also a lot better than the Android 4.4 Chromium-powered webview: it works for 4.0+, updates are regular and are not tied to the OS version, more features are available (WebGL, Web Audio API, etc.) and performance is far better (hardware acceleration is supported). Android 4.0+ is 75% of devices and increasing. That does lose some devices, but it should increase to near-universal as the old 2.x devices disappear. IMO, the benefits of having a real browser engine to run your game/app vastly outweighs this and Crosswalk looks like the new best way to publish HTML5 content to Android.
  2. Hi guys, Released a couple of days ago the alpha version of my game Huungree RPG, built with HTML5 (LimeJS) and available only on Android for the time being. Looking for feedback regarding gameplay. There are many rough edges to polish and I want to identify the most urgent ones. Also I'm debating whether making long levels (huge maps to explore) or many quick and short levels. Long maps could become tedious but may have interesting stuff, short levels could make for a faster gameplay but then again lack the depth of huge maps. Playstore link: Also if you have any questions regarding the development process feel free to ask. Wrote a little article with some of it:
  3. I'm testing out my pixi.js animations on various devices, and it has a small problem on the Android 4.1.1 browser- Nothing shows up until I tap the screen, and then I have to continue to tap or swipe to get the animations to play at all. Apparently if I don't touch, it goes into a paused state. The same phenomenon occurs on the pixi examples: Hoping this is just some 'setting' I need to flip ! Thanks
  4. Send Watermelon Home Update -20 levels added -removed the possibility to pick up and move the watermelon in a box!(now you can not cheat ) -Now if you fell a stone box that level can not go any further! -enhanced game difficulty! -added Walkthrough Description Be smart, show what you can do! Complete 30 levels and send home a watermelon! ScreenShots Controls "how to play" is on the first level. Game Link: Walkthrough
  5. Hey all, we've developed our first Android App and it's written in HTML5. It's "just" a puzzle game for kids but it's build as a runtime in mind. So you can change the puzzles and settings with ease. Runtime features: - Audio / Music - Touch controls - Rotatable pieces - Transparency checking for each puzzle piece with click through support - Dynamic Image slicing - Shadow, Highlighting generated at runtime - Localization for EN / DE - Based on cordova A little background info: Our first runtime was iOS only and written in Objective-C w/ Cocos2D. We decided that we want support for Android, too. I developed the whole runtime backend for HTML5 in just 4 weeks, started from scratch. Check it out on Google PlayStore BTW: We're developing a server build tool which generates iOS and Android Apps. Screenshots attached.
  6. Hi all! Need to test audio playability on different devices, and if it's not good, I will use Web Audio - as it's supported only by ios 6.0 and later, I need to check OS version first. Here is the link: or shorten one: For that I use: navigator.appVersion,navigator.userAgent,navigator.platformThe most important is platform. Plz, write what your browser on iOS/Android and other mobile devices has for this values and your iOS/Android version. Second test is audio - it's 99% not loaded, so press on 'Try to load sounds' button and then on 'sound1', 'sound2', 'sound3'. Do the sounds can be played?
  7. Hey all, I just started to use Phaser for html5 development, and everything works great so far I'm just having some troubles getting it to work on my Android phone. I have a Samsung Galaxy S2 I'm using to test. I started on 2.3.3 and I found that Phaser wouldn't load using the stock browser, and on any other browser the performance wasn't playable. So I upgraded my phone to the latest version I could, 4.1.2, and now Phaser works great with the stock browser, but whenever I try to slide my finger, the app freezes up and doesn't start again until I let go. Performance on other browsers is still unplayable. I overrode the OnMouseUp and OnMouseDown functions and added e.preventDefault(); but the same issue is still occuring. Is there anything I can do to fix this problem?
  8. benny!

    Yummy Plate

    Hi, here are some screenshots of my latest game. It's called Yummy Plate and it is a simple one-button casual arcade game. PLAY WEB VERSION Some technical notes (since it's a coder board) - I used the following libs: Pixi.JSTween.js (by sole)CocoonJS (for Android port) Have fun! Best, benny!
  9. My employers are looking for a multiplatform adventure game engine. The dev tools don't need to be multiplatform, but the finished games must run on android and web browsers. As far as I know, all the big ones(AGS, Wintermute, Vissionaire) are windows only. Any suggestions?
  10. Hi all, after releasing my first CocoonJS port using Pixi called Yummy Plate, I thought I share some experience I made with it. The experience below is based on the following versions: - Pixi.js V1.2&1.3 - CocoonJS version 1.4.4. 1.) Setting Canvas To Fullscreen Mode You have to keep an eye on what renderer you use in PIXI. WebGL or Canvas. CanvasRenderer: Not a problem - simple use e.g."idtkscale:ScaleAspectFill;" to scale up your canvas in CocoonJS environment. WebGLRenderer: Make sure to place all game objects in a display container which is scaled up to window.innerWidth and window.innerHeight. Refer to this thread for more details. I choosed the CanvasRenderer using CocoonJS' screencanvas. This accelerates and optimizes the canvas operations anyway. Performance-wise it worked very well as far as I could test it. 2.) Touch input Current version of CocoonJS seems to have some problems with the way Pixi.js processes the touch events. For Yummy Plate it was not the big deal. However, the guys from Ludei are already working on the problem. Read this thread for more information. 3.) Bitmap Font Loader Yummy Plate uses bitmap fonts. Loading bitmap fonts requires XML parsing. Unfortunately, there is no XML parser available in the current CocoonJS version. What I did, was convertig the XML generated bitmap font file into JSON format and replaces the bitmap font loaded with the json loader. Apart from above's points - converting the project to a native (android) application was really advanced. Thanks to Ludei, I could also test some of their premium features, and so far I really have to say that I like the CocoonJS environment. Feel free to check out Yummy Plate by yourself if you have an android device: A nice rating is always welcome ;-) Best, benny!
  11. Can anyone please help test my game in stock browser on android (especially htc m7 one, android 2.3.3, android 4.2.2 ) this is link to my game : Thanks :-D
  12. Hello guys I'm quite new to html5 game dev and I have build by my own anything but went thought couple of tutorials and order couple of books to learn about it. The question am I able to make with html5/js and to start selling in in google play or apple store? Do i need to use any tools for that?
  13. Hi, I would like to let you know, that our latest HTML5 game, Headless, just got released on the Apple App Store and Google Play. App Store Link: We used Ludei’s CocoonJS to bring Headless to iOS and Android, despite seven parallax layers, constant spraying particles (blood) and lots of animations on the screen, we got quiet good performance out of it, on up-to-date devices. We will also release a Web and a Web/Mobile version later this year, for which we are currently selling non-exclusive licenses. About the Game: Take control of a headless chicken trying to stay alive in Headless. Inspired by the story of Miracle Mike, the chicken that lived without a head for 18 months, Headless challenges players to see how far they can run as a headless chicken! Tap to fly and tilt to speed up for an extra bonus. Grab bags of blood to live longer and get ahead of the competition! Keep a cool head while dodging deadly blades and other obstacles. Unlock upgrades, collect power ups and charge head first to new high scores! I hope you like the game !! Greets Reinhard
  14. I have many problems with HTML 5 for mobile. See photo (same photo) when I'm running on an Android tablet HTML and side as compared running in a browser on mac. Note that black and white lines appear in the image into the Android Tablet. I'm using the library CreateJS to generate images. In the image the only thing I do is to change x, y, scaleX and scaleY. PS: The images are in PNG transparent.
  15. Hey guys, Do you guys happen to know how to get a HTML5 game to work fullscreen on an Android device?? My game is 320x480 and my phone is 480x800, so the game only takes a portion of my screen... I got it working on the iphone, but I can't find any information on how to do it on Android. Oh btw on the regular iphone and the iphone 4(retina), the safari toolbar on the bottom is overlapping with a piece of the gamescreen. I noticed this also with TrueValhalla's games, are there any workarounds for that?? Thanks!
  16. They promise.... Source:
  17. Ydt

    A Snails Tale!

    Our first release titled "A Snails Tale" is an endless snail adventure game using Kenneys platformer pack as the graphics. Check it out here: (mobile web version) (desktop version) Available in the Google play store today! And coming to iOS and other platforms soon!
  18. Hi there, I am building a mobile site, with a Scratch Card effect. I am using this It works on iOS, and on Chrome and Firefox for Android. But it doesn't work in the Android native browser. Can someone here help me? Do you know another plugin that works on Android? Thank you
  19. I've recently encountered this bug and I think it might be useful Basically, the clearRect doesn't work on Android stock browser starting from Android 4.0 This mean you have to fill the canvas with a solid color before redrawing. Therefore, you can't layering many transparent canvases together. None of the other browsers have this problem. I can't wait until the stock browser is replaced by Chrome or anything really
  20. Hi guys, Great and impressive work! Maybe it is obivius, but I have a questions: what way is better to pack game based on html5/js/pixi.js into native mobile environment (ios/android)? cocoon.js? self-writen webview? something else? Thanks a lot!
  21. using the fantastic howler.js - all works dandy on desktop and iOS 6 but plays like a dog on android (tab 2 android 4.1.1 chrome) using the sound sprite approach, performance is woeful - it's seemingly random if it will even play a sound and there is a noticeable lag when a sound is triggered regardless of whether it plays it or not! looks like there are plenty of reported issues with android and html5 audio around - but wondered if any of you had found a better solution/library/approach to playing sounds on android specifically when making a game.
  22. Hi all, Ok so I am learning how to code HTML5 along with Javascript and the cool Canvas element. Still very much a newbie so constantly scratching my head but slowly getting there... Anyways, the plan is to make an HTML5 game and then port it to various smart phones and sell the game apps through the respective Apple and Android (and possibly Blackberry now, thanks to the cool Z10) stores. I assume everyone kinda has this in mind rather than just having games up for free to play online, as after all mobile gaming is a great industry. So the question is, has anyone used the various software out there and which ones did you find work the best for creating a great game that performed how you wanted it to? The main ones I know of are PhoneGap and Appcelerator but I saw a thread on here and someone mentioned CocoonJS. Not heard of that one. Another question would be is native code (Objective-C) still better than these HTML5/CSS3/JavaScript builds or are they pretty much catching up now that its an even trade off to stick with your web coding skills rather than hire developers and such?