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Found 344 results

  1. Alex Creativity

    [Phaser] Truck Reign

    Hello, This game was made with Phaser framework, P2 Physics, Howler.js, localForage, phaser-ads plugin and wrapped with CocoonJS Google Play: Truck Reign Itch.io: https://alex-creativity.itch.io/truck-reign YouTube: Truck Reign Any feedback would be greatly appreciated!
  2. Shashank Padwal

    Phaser Game Lag In Mobile

    Hi, I am new to phaser as well as game designing. I created my first game as hobby using phaser. it is working fine in desktop but lags very bad on mobile devices. Images I am using for game is very small. game is smaller that 2mb. I am attaching my main.js file hope someone can help me. thanks var buttetSpwanSpeed; var bulletSpeed; var enemySpwanSpeed; var enemySpeed; var golis; var enemies; var enemyLoop; var scoreText; var powers; var bulletSize; setStart(); //game phaser var game=new Phaser.Game(window.innerWidth, window.innerHeight, Phaser.CANVAS,"gamearea"); var BootState={ //loding accets preload: function(){ this.load.image('LodingScreen', 'assets/desimulga.png'); this.load.image('background', 'assets/blue.png'); }, create: function(){ game.state.start("LoadingState"); }, }; var LoadingState={ //loding acc preload: function(){ bg=this.game.add.tileSprite(0,0,600,300,'background'); bg.height = game.height; bg.width = game.width; LodingScreen=this.game.add.sprite(this.game.world.centerX,this.game.world.centerY,'LodingScreen'); LodingScreen.anchor.setTo(0.5); LodingScreen.scale.setTo(0.5,0.5); this.load.image('spaceship', 'assets/player.png'); this.load.image('goli', 'assets/bullet.png'); //load ememies this.load.image('enemy1', 'assets/enemies/enemy1.png'); this.load.image('enemy2', 'assets/enemies/enemy2.png'); this.load.image('enemy3', 'assets/enemies/enemy3.png'); this.load.image('enemy4', 'assets/enemies/enemy4.png'); this.load.image('enemy5', 'assets/enemies/enemy5.png'); this.load.spritesheet('power1', 'assets/power/bulletUp.png',34,33,4); this.load.image('restart', 'assets/restart.png'); this.load.spritesheet('blast', 'assets/explosion.png',400,400,8); game.load.audio('fire', 'assets/music/bullet.mp3'); game.load.audio('killed', 'assets/music/killed.mp3'); //game.load.audio('bg_music', 'assets/music/background.mp3'); game.load.audio('death_music', 'assets/music/death.mp3'); game.load.audio('start_music', 'assets/music/start.mp3'); }, create: function(){ game.time.events.add(Phaser.Timer.SECOND * 2, function(){ bg.kill(); LodingScreen.kill(); game.state.start("PreGameState"); },this); }, }; var PreGameState={ //loding accets create: function(){ game.scale.refresh(); bg=this.game.add.tileSprite(0,0,600,300,'background'); bg.height = game.height; bg.width = game.width; Startb=this.game.add.text(this.game.world.centerX,this.game.world.centerY, 'TAP TO START' , { fontSize: '32px', fill: 'yellow' }); Startb.anchor.setTo(0.5); Startb.scale.setTo(0.5,0.5); ship=this.game.add.sprite(this.game.world.centerX,this.game.world.height*0.4,'spaceship'); ship.scale.setTo(0.4); ship.anchor.setTo(0.5); game.physics.arcade.enable(ship); bg.inputEnabled=true; start_music = game.add.audio('start_music'); start_music.allowMultiple = true; start_music.addMarker('start_music', 0, 30); bg.events.onInputDown.add(function(){ bg.inputEnabled=false; Startb.kill(); start_music.play("start_music"); // game.physics.arcade.moveToXY(ship, this.game.world.centerX, this.game.world.height*0.8, 300, 3000); // game.add.tween(ship).to( { y: game.world.height*0.8 }, 3000, Phaser.Easing.Sinusoidal.InOut, true); var tween = game.add.tween(ship).to({ x: [this.game.world.centerX, this.game.world.width*0, this.game.world.width, this.game.world.centerX], y: [this.game.world.height*0.4, this.game.world.height*0.5, this.game.world.height*0.6, this.game.world.height*0.8], }, 2000,Phaser.Easing.Quadratic.Out, true).interpolation(function(v, k){ return Phaser.Math.bezierInterpolation(v, k); }); game.time.events.add(Phaser.Timer.SECOND * 2, function() { bg.kill(); ship.kill(); game.state.start("GameState"); } ,this); }, this); }, }; var GameState={ //loding accets preload: function(){ }, create: function(){ //background this.background=this.game.add.tileSprite(0,0,600,300,'background'); this.background.height = game.height; this.background.width = game.width; this.background.inputEnabled=true; this.background.input.enableDrag(true); this.background.input.startDrag = function(pointer) { pointer.shipStart = new Phaser.Point(GameState.ship.x, GameState.ship.y); Phaser.InputHandler.prototype.startDrag.call(this, pointer); }; this.background.input.updateDrag = function(pointer) { GameState.ship.x = pointer.shipStart.x - pointer.positionDown.x + pointer.x; GameState.ship.y = pointer.shipStart.y - pointer.positionDown.y + pointer.y; GameState.background.x=0; GameState.background.y=0; }; //ship this.ship=this.game.add.sprite(this.game.world.centerX,this.game.world.height*0.8,'spaceship'); this.ship.scale.setTo(0.4); this.ship.anchor.setTo(0.5); game.physics.arcade.enable(this.ship); // this.ship.inputEnabled=true; // this.ship.input.enableDrag(true); //score this.scoreText = this.game.add.text(16, 16, 'Kills: 0', { fontSize: '32px', fill: '#fff' }); //background Music // music = game.add.audio('bg_music'); //music.play('', 0, 1, true); //bullet sound bullet_sound = game.add.audio('fire'); bullet_sound.allowMultiple = true; bullet_sound.volume=0.5; bullet_sound.addMarker('fire', 0, 0.5); //Killed sound killed_sound = game.add.audio('killed'); killed_sound.allowMultiple = true; killed_sound.addMarker('killed', 0, 0.5); //death music death_music = game.add.audio('death_music'); death_music.allowMultiple = true; death_music.addMarker('death_music', 0, 10); //groups of bullets and enemies golis=game.add.group(); enemies=game.add.group(); powers=game.add.group(); //fire bullet loop fireLoop=game.time.events.loop(Phaser.Timer.SECOND*1/buttetSpwanSpeed, fireBullet, this); //this.game.input.onTap.add(fireBullet, this); //create ememy loop enemyLoop=game.time.events.loop(Phaser.Timer.SECOND*1/enemySpwanSpeed, createEnemy, this); //change ememy speed and enemy spwan speed loop enemySpeedLoop=game.time.events.loop(Phaser.Timer.SECOND*1.5, changeEnemySpeed, this); //give powerup powerUp=game.time.events.loop(Phaser.Timer.SECOND*20, powerFun, this); }, update: function(){ //scrolling background this.background.tilePosition.y+=2; //keybord control if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) { this.ship.y-=2; } if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { this.ship.y+=2; } if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { this.ship.x+=2; } if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { this.ship.x-=2; } //dont go out if(this.ship.y<0+this.ship.height/2) { this.ship.y=0+this.ship.height/2; } if(this.ship.y>this.game.world.height-this.ship.height/2) { this.ship.y=this.game.world.height-this.ship.height/2; } if(this.ship.x<0+this.ship.width/2) { this.ship.x=0+this.ship.width/2; } if(this.ship.x>this.game.world.width-this.ship.width/2) { this.ship.x=this.game.world.width-this.ship.width/2; } //check for collisions game.physics.arcade.overlap(golis,enemies,b_e_collide,null,this); game.physics.arcade.overlap(this.ship,enemies,s_e_collide,null,this); game.physics.arcade.overlap(this.ship,powers,s_power1_collide,null,this); }, }; //setting start game conditions function setStart(){ buttetSpwanSpeed=2; bulletSpeed=2000; enemySpwanSpeed=1; enemySpeed=300; score=0; bulletSize=1.2 } //fire bullet function function fireBullet(){ goli=this.game.add.sprite(this.ship.x,this.ship.y-this.ship.height/2,'goli'); goli.anchor.setTo(0.5); goli.scale.setTo(bulletSize,1); goli.checkWorldBounds = true; goli.outOfBoundsKill = true; //adding to group golis.add(goli); game.world.moveDown(goli); game.physics.arcade.enable(goli); goli.body.collisonWorldBounds=true; goli.body.velocity.y=-bulletSpeed; bullet_sound.play("fire"); } //create enemy function function createEnemy(){ enemyNo=game.rnd.integerInRange(1, 5); x1=game.rnd.integerInRange(0,this.game.world.width); x2=game.rnd.integerInRange(0,this.game.world.width); enemy=this.game.add.sprite(x1,10,'enemy'+enemyNo); enemy.anchor.setTo(0.5); enemy.scale.setTo(0.4); enemy.checkWorldBounds = true; enemies.add(enemy); enemy.outOfBoundsKill = true; game.physics.arcade.enable(enemy); enemy.body.collisonWorldBounds=true; enemy.angle=90; enemy.no=enemyNo; //moving enemy angleRedian=game.physics.arcade.moveToXY(enemy, x2, this.game.world.height+enemy.height, enemySpeed,0); angleDegree=angleRedian*57.2958; enemy.angle=90+angleDegree; } //runs when bullet collide to enemy function b_e_collide(goli,enemy){ //blast blast=this.game.add.sprite(enemy.x,enemy.y,'blast'); blast.anchor.setTo(0.5); blast.scale.setTo(0.5); var explosion=blast.animations.add('explosion'); blast.animations.play('explosion',30,false,true); //killing goli.kill(); enemy.kill(); //update scores if(enemy.no<4) { score+=1; killed_sound.play('killed'); } this.scoreText.text = 'Kills: ' + score; } //runs when ship collide to enemy function s_e_collide(ship,enemy){ blast=this.game.add.sprite(enemy.x,enemy.y,'blast'); blast.anchor.setTo(0.5); blast.scale.setTo(0.5); var explosion=blast.animations.add('explosion'); blast.animations.play('explosion',10,false,true); ship.kill(); enemy.kill(); //music.stop(); this.scoreText.kill(); death_music.play("death_music"); game.time.events.remove(fireLoop); game.time.events.add(Phaser.Timer.SECOND * 2, function() { fianlScore = this.game.add.text(this.game.world.centerX,this.game.world.centerY, 'KILL: '+score, { fontSize: '32px', fill: 'yellow' }); fianlScore.anchor.setTo(0.5); gameOverText = this.game.add.text(this.game.world.centerX,this.game.world.centerY - fianlScore.height, 'GAME OVER', { fontSize: '32px', fill: 'red' }); gameOverText.anchor.setTo(0.5); //restart button restart=this.game.add.sprite(this.game.world.centerX,this.game.world.centerY + fianlScore.height+10,'restart'); restart.anchor.setTo(0.5); restart.scale.setTo(0.05,0.05); restart.inputEnabled = true; restart.events.onInputDown.add(restartGame, this); game.time.events.stop(); }, this); } //runs when ship collide power1 function s_power1_collide(ship,power){ power.kill(); game.time.events.remove(fireLoop); fireLoop=game.time.events.loop(Phaser.Timer.SECOND*1/10, fireBullet, this); game.time.events.add(Phaser.Timer.SECOND * 10, function(){ game.time.events.remove(fireLoop); fireLoop=game.time.events.loop(Phaser.Timer.SECOND*1/buttetSpwanSpeed, fireBullet, this); },this); } function changeEnemySpeed() { if(enemySpeed<=900) { enemySpeed+=5; } if(enemySpwanSpeed<=3) { enemySpwanSpeed+=0.025; } enemyLoop.delay=Phaser.Timer.SECOND*1/enemySpwanSpeed; } //send power up function powerFun() { x1=game.rnd.integerInRange(0,this.game.world.width); x2=game.rnd.integerInRange(0,this.game.world.width); power=this.game.add.sprite(x1,10,'power1'); power.anchor.setTo(0.5); var shine=power.animations.add('shine'); power.animations.play('shine',5,true,true); power.checkWorldBounds = true; power.outOfBoundsKill = true; powers.add(power); game.physics.arcade.enable(power); power.body.collisonWorldBounds=true; game.physics.arcade.moveToXY(power, x2, this.game.world.height+power.height, 400,0); powerDelay=game.rnd.integerInRange(20,35); powerUp.delay=Phaser.Timer.SECOND*powerDelay; } function restartGame(){ setStart(); game.time.events.start(); game.state.start("PreGameState"); } game.state.add("GameState",GameState); game.state.add("BootState",BootState); game.state.add("LoadingState",LoadingState); game.state.add("PreGameState",PreGameState); game.state.start("BootState"); main.js
  3. Hi, found issue with normal map on some android devices. PG. It gets corrupted and looks like it is related to light, as changing the light type, changes artefact types. Device: Galaxy S5 mini OS: Android 4.4.2 Browser: Chrome 50.0.2661.89 Webgl: {vendor: "ARM", renderer: "Mali-400 MP", version: "WebGL 1.0 (OpenGL ES 2.0 Chromium)"}
  4. Hi, I have issue that elements created with createInstance sometimes don't show up on screen but exist in memory. I managed to make small PG to show issue. There 2 objects are initialised on click. On first click both instances appear but on next one only second instance appear, after many clicks all instances appear. Sometimes helps to change camera angle to see all meshes. Device: Galaxy S4 OS: Android 4.4.2 Browser: Chrome 59.0.3071.125 I have seen similar issue also on desktop devices, that instanced meshes disappear and appear back on camera rotation, but that I couldn't reproduce in PG yet.
  5. pouletBBQ

    Video won't play on Chrome Android

    Hello, I'm doing a project with Phaser (v2.7.5) and I have some issues trying to play videos with Chrome on Android (58.0). I've tried with several different tablets, it does not seem the problem is related to the device. The same code is working on desktop (Chrome & Firefox) and on Firefox Android. This is basically my code : var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create}); function preload() { game.load.video('videodemo', 'video/reward.mp4'); } function create() { var videodemo = game.add.video('videodemo'); videodemo.addToWorld(game.height/2, game.width/2, 0.5, 0.5); videodemo.play(); } I've tried the following workaround, which I found on another topic. The video plays on Android if I test the code with codepen but for some reason it doesn't if I upload it on my own server. codepen.io/junov/pen/RgrxOB Any ideas ? Thanks
  6. Shatter-Box

    Fluffy Bounce - A unicorn tale

    Hi, your job in fluffy bounce is to save all sweets from falling down. To do so, just move the unicorn to the corresponding point, so that tha sweet can bounce back up. The game was made with HTML5 and compiled to android and ios using Ludei's CocoonIO. Download The game is available for iOS and Android so far. Download it for free below. iTunes: https://goo.gl/JHhUrI Google Play: https://goo.gl/30PM67 HTML5: https://goo.gl/Q4TBc8 Promo Video
  7. Shatter-Box

    Sweet Candy Slide

    Hi! Yesterday my new game Sweet Candy Slide was released. It's made with HTML5 and compiled to Android and iOS using Ludei's CocoonIO. Your job is to collect the sweets coming down from the slide into the accurate basket. You can change the basket by tapping the screen. Any feedback is appreciated! Download Please find the download links below. It's free iTunes: https://goo.gl/CacaQt Google Play: https://goo.gl/T18abp
  8. Hello, I have seen some games on Android Play Store that are like 3 or 4MB in size with good performance and others are over 40MB with almost the same amount of graphics contents. Can anyone point me to resource(s) where I can learn about packaging tools and comparisons. I think I need to learn that stuff before planning and starting a project. What do you use yourself for mobile phones? Thanks
  9. Walking Fort

    Follow My Lead

    Hi all, Please try out my very first game created with Phaser: Follow My Lead. INSTRUCTIONS: - Pay attention to the button sequence - Now repeat the button sequence to go to the next level - Try to complete the stage to unlock the next one! The last stage is unlimited and works the same way as a Simon game. You can try it here on newgrounds: http://www.newgrounds.com/portal/view/693612?updated=1495225931 I also converted it into an Android app with Cordova (any Cordova users here?) You can try it out here: https://play.google.com/store/apps/details?id=com.walkingfort.followmylead Any feedback or advise is appreciated! Walking Fort
  10. habibieamrullah

    Phaser Retina Resolution in Android Webview

    I'm developing Phaser games for Android devices. I do not use Cordova Phonegap, please do not suggest me to do it. All I do is manually putting my HTML5 and JS files into an assets folder and calling it from Android WebView. Now, the problem is resolution. I always getting jagged images and not satisfied. Before using Phaser, I developed my HTML5 games by setting game's canvas width & height twice larger from device's screen. Then, I simply put css code to downscale the canvas to fit the screen. The result was good, images are crisp. But with Phaser, I can not set canvas width&height just like before. What is the solution?
  11. Hi All, I have just released my new game Tap-Jet on Play Store. Tap-Jet is a simple addictive game with easy gameplay. I used Phaser Game Framework with p2 physics engine and wrapped into Android game using Cocoon. Google Play Link: https://play.google.com/store/apps/details?id=com.mussky.tapjet I hope you will like Tap-Jet!
  12. My first game using phaser framework, presented it as my final year project, very humble and easy not much going on, just a simple platformer that's supposed to take away the fear of programming. Although i would suggest some ear muffs cuz the music can get pretty annoying
  13. Megabyte

    Pixel Cave [roguelike]

    Hi, its my firsh HTML5 game, I made it after playing PIxel Dungeon : ) For UI i used react.js. Gameplay part is canvas+js. No any other frameworks. Maybe for next my game ill take phaser. : ) Features: 8 bosses about 25 enemies items with random generated properties random generated levels You can play it here: https://pixel-cave.com About any bugs you can report me in game menu. : ) I've fixed some bugs, reported via these menu already.
  14. Hello, I have encountered a problem with iOS, which I haven't been able to address so far and I was wondering, if someone maybe has an idea of what could be going on. I have a cordova-crosswalk Sudoku puzzle game which runs great on a large variety of Android devices, including Samsung Galaxy S2 and Note 1. Apart from bringing groups to top, there is nothing else in the update as the entire game logic revolves around input signals. To my knowledge, the game is decently optimized, given how well it performs on the aforementioned 6-year old devices. The problem comes with iOS. I have tested the iOS build on two different iPads running iOS 9 and an iPhone 6s. They all share sluggish performance. Load times are great, and so are tweened animations, thus FPS is fine. However, a fairly simple request by the user to redraw all cells on the board takes like half a second, effectively freezing the application for the duration of redrawing. The game's renderer is set to WebGL for iOS and Canvas for Android. I've also tried Canvas for iOS, but some textures are missing and the performance is equally sluggish. I have advancedTiming disabled. I've also tried disabling anti-aliasing and lowering the game's resolution, but to no real effect. A colleague of mine suggested the root of the problem could be the WebView used for the project, but I am using WKWebView, so that shouldn't be the issue. One thing I could think of is maybe the large amount of bitmapdatas being created and destroyed, as well as the many sprite.loadTexture calls. However, if that was the case, wouldn't that impact performance on Androdi as well, or am I missing something. Any help would be appreciated! Thanks in advance! Edit: I just tested the app in web. I opened it simultaneously in Safari and Chrome on the same Mac and I performed the same action in exact the same game conditions. Whereas on Chrome in WebGL the operation takes visibly no time to complete (about 50ms, which is almost unnoticeable by the user), on Safari, again in WebGL, it takes about 200-250ms, which is much more visible.
  15. daimao

    Phones as controllers ?

    Hi. Is it possible to use phone as controller to steer my HTML5 application in the web? Should I use socket.io? And may I write my android's application in Android Studio - without use phaser? I want to do something like airconsole or justdance Please help.
  16. bvbi infotech

    Mobile App Development Company

    BVBI Infotech is a leading-edge mobile application development company with over so many successful projects under its belt. We have created mobile apps of any complexity: from award-winning B2C applications to heavy enterprise-grade mobile solutions that automate mission-critical business processes. BVBI Infotech talent pool of mobile app developers includes highly-skilled analysts, UX experts and certified software engineers who are well-versed in building apps for all the major platforms — whether it’s iOS, Android, or both. Apps can be developed natively, or by using cross-platform frameworks like React Native and platforms . iOS Application Development iPad and iPhone devices have taken hold of the mobile computing market in a big way: user affinity is increasing and the number of apps in the Apple App Store is still growing at an impressive rate. iPhone and iPad users represent one of the largest segments of portable device users; iPad devotees dominate the tablet market. This is a great opportunity to engage your customers, get them involved, and make use of your employees’ mobile habits. BVBI Infotech mobile engineers have solid knowledge of the iOS tech stack — including Objective-C, C++ and Swift. No matter the technology used, our iOS developers will make sure your product fits the end-user requirements for look and feel, performance and ease of use. Android Application Development Android has something to offer to all of us and gives us unprecedented personalization and choice. The platform represents diversity manifested in the number of OEMs that support Android and the number of platform updates within such a short period. Android is a leading OS for mobile devices and it is now confidently making its way into the tablet market. What will Android app development give to your business? A numerous community of Android users and great outreach for your business. Android Development in the Spotlight Device fragmentation Our in-depth Android developer expertise will help you use the lion’s share of business opportunities offered by Android platform. Open-source Google has given Android app developers freedom to go to town on ideas and build mobile and tablet apps just in accordance with their view and feelings. Exceptional level of customization Android development is free from dogmas and overbearing standards. It gives carte blanche both to its users and Android app developers. Great support for content-consumption Android made its way in a bunch of content-oriented devices, designed specifically to promote content consumption. Cross-Platform Mobile Development Cross-platform development for mobile platforms is often a good way to cut development costs and bring your solution to the market faster. By developing a cross-platform app you make it immediately available on all major platforms, including iOS, Android, Windows Phone, and more. Our pool of highly skilled mobile developers are well-versed in the modern cross-platform tech stack, and will help you build your app on time and on budget.
  17. Hi, Got error on android device when createInstance is used ,PG. Device: Galaxy Tab 3 WebGl: renderer:"PowerVR SGX 544MP2", vendor:"Imagination Technologies", version:"WebGL 1.0 (OpenGL ES 2.0 Chromium)" Android: 4.4.2 Error: Uncaught TypeError: this._gl.vertexAttribDivisor is not a function at n._bindVertexBuffersAttributes (babylon.js:5) at n.recordVertexArrayObject (babylon.js:5) at t._bind (babylon.js:15) at r._renderWithInstances (babylon.js:12) at r._processRendering (babylon.js:12) at r.render (babylon.js:12) at t.render (babylon.js:13) at t.renderUnsorted (babylon.js:9) at t.render (babylon.js:9) at t.render (babylon.js:8) [.Offscreen-For-WebGL-0x6f7cfc20]GL ERROR :GL_INVALID_ENUM : GetIntegerv: <- error from previous GL command [.Offscreen-For-WebGL-0x6c2ab010]GL ERROR :GL_INVALID_ENUM : GLES2DecoderImpl::ClearWorkaround: <- error from previous GL command
  18. Hersir

    PBR crash on android

    Hi, Got error on android device with hdr material (updated using babylonjs extension, size 128). Device: Galaxy Tab 3 WebGl: renderer:"PowerVR SGX 544MP2", vendor:"Imagination Technologies", version:"WebGL 1.0 (OpenGL ES 2.0 Chromium)" Android: 4.4.2 Error: [.Offscreen-For-WebGL-0x714d4da0]GL ERROR :GL_INVALID_ENUM : GetIntegerv: <- error from previous GL command [.Offscreen-For-WebGL-0x714d4da0]GL ERROR :GL_INVALID_ENUM : glTexImage2D: <- error from previous GL command [.Offscreen-For-WebGL-0x714d4da0]GL ERROR :GL_OUT_OF_MEMORY : GetShaderiv: <- error from previous GL command [.Offscreen-For-WebGL-0x714d4da0]GL ERROR :GL_OUT_OF_MEMORY : glFramebufferTexture2DMultisample: <- error from previous GL command Unable to compile effect: Attributes: position, normal, uv Vertex shader: default Fragment shader: default Trying next fallback. Unable to compile effect: Attributes: position, normal, uv Vertex shader: default Fragment shader: default WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost Unable to compile effect: Attributes: position, normal, uv, uv2 Vertex shader: pbr Fragment shader: pbr Error: Failed to execute 'shaderSource' on 'WebGLRenderingContext': parameter 1 is not of type 'WebGLShader'. Cannot set property 'isCube' of null There are more error logs as all shaders are logged, if more info is needed I can attach something more
  19. hi, i want to allow these permissions in android : android.permission.INTERNET android.permission.ACCESS_NETWORK_STATE android.permission.WRITE_EXTERNAL_STORAGE android.permission.ACCESS_WIFI_STATE android.permission.READ_PHONE_STATE I think that i couldn't write permissions with an androidmanifest.xml in cocoon.io but the permissions is allow by plugins.... So which plugin(s) do i use in cocoon for allow this ? thanks for your help.
  20. Boolean Operations Limited

    Descensus 2

    This is version 2 of my game Descensus from several years ago. It's a simple but difficult 2D physics game in which you have to guide the ball to the ground by swiping bars on screen, bouncing it around spinning saws and off moving terrain objects. There's a time limit to reach each 100m stage, and you can use terrain objects to your advantage as well. It was written using the physics library p2.js and the rendering library Pixi.js. I wrote in in TypeScript, bundled with Webpack, developed using Visual Studio Code. The Android version was packaged using the cloud build system Monaca, bundling the Crosswalk webview (hence the relatively large APK size). It doesn't use any PhoneGap APIs - the sound is all HTML5 Audio. I did most of the testing on desktop so I know that it works nicely with both mouse and touch. I have put an online version (with sound disabled) at http://booleanoperations.com/descensus2 Play Store link: https://play.google.com/store/apps/details?id=com.booleanoperations.descensus2 Video: https://www.youtube.com/watch?v=9BWii8aokbQ
  21. Hi, My new game PirateRiddle is available for licensing for both exclusive or non-exclusive licenses. Technical details Programming language: haxe/openFL Release target: html5(js)desktop & mobile, Android, iOs, Desktop (Windows, Linux,Mac) Multilingual: English, German, Spanish.... Possibility to easy extend localisation via XML Levels/categories: extendable via XML You can play it here: http://pirateriddle.dfabrik.cz/ If you're interested please contact me here or directly on coffeebreak.interactive@gmail.com Regards Dfabrik team
  22. Hi all, I am making an android game with phaser but when I export it, the game does not play, I mean, I just have the menu screen but when I try to start the game the sounds play but it does not pass to game sreen from the menu screen. What is the problem I do not understand, I tried all screen settings, AUTO, CANVAS and WEBGL but it was same for all.
  23. markus.n

    Phaser's performance on Android

    I'm surprised I can't find threads about Phaser development for Android and it's horrible performance. Generally the result of my googling is that making HTML5 games for Android is way worse than making Internet Explorer 6 hacks for websites was before. It looks like Phaser and probably most other frameworks are more or less unusable with it, so this is a huge issue. I'm early in development of a game, and after my tests I've noticed it's lagging on Android even with the simplest possible tween for one sprite across the screen (code attached). This applies both to the native Android browser and using CocoonJS with Canvas+, my test device is Galaxy Tab 3. CocoonJS claims the fps to be over 60, but in reality there's the occasional chop in movement every few seconds. On Android's Chrome browser it's ok, but obviously that's not enough. If I use the moveToXY function instead of tweens, it's closer to acceptable, but still far from perfect. Any of the tips provided in the long and pinned CocoonJS thread don't seem to apply to this case, since I suppose it's more about Android than anything else. I'm very interested in hearing people's thoughts about this, have you made not-laggy games for Android with Phaser, and if, how on earth did you succeed? window.onload = function() { var game = new Phaser.Game(window.innerWidth, window.innerHeight, Phaser.CANVAS, 'gameContainer', { preload: preload, create: create }); function preload() { game.load.image('robo', 'img/robo_small.png'); } function create() { var robo = game.add.sprite(0, 0, 'robo'); var tween = game.add.tween(robo); tween.to({x: 1200, y: 600}, 20000, Phaser.Easing.Linear.None); tween.start(); }};
  24. Tufan

    Phaser and mobile games

    I want to put my game to Play Store, I googled it a bit and found Cordova and CocoonJS. I'm planning to use Box2D plugin and websockets for the game so my questions are: Which one is faster? I don't want to use CocoonJS if i don't have to since it adds a "built with Cocoon" splash. Is websockets supported? Is it possible to read & write files, show notifications? Can I use Google Play Games Services? How can I monetize my game? Is there an easy way to add ads? Thanks.
  25. atilla

    Trump Burrito

    Trump Burrito Make America great again and Catch the Burritos! Touch the screen and Trump go left or right to catch the burrito. Don't miss the burritos. Beat your friend's scores! Get it for Free: iOS ⇨ https://itunes.apple.com/app/trump-burrito/id1234357590?l=de&ls=1&mt=8Android ⇨ https://play.google.com/store/apps/details?id=com.atilladeniz.trumpburritoHey, friends! This is my new game called Trump Burrito.Completely excited to share with you guys!