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Found 347 results

  1. Hi guys, I am currently looking for forum posters to my new game review website which is growing. This post is unpaid, but I offer moderator status and link exchange for webmasters of the same niche. Interested? Send me a pm. Cheers!
  2. Two Blades is similar to Avoid., but with actual content and more intense gameplay. It has 8 different levels, each with a different type of blade with unique abilities, like invisibility, sudden growth, fireball, etc. Once you beat the levels, you unlock arena mode where you try and survive as long as you can with the blades getting progressively faster. Made with Phaser & Crosswalk. Tell me what you think! https://play.google.com/store/apps/details?id=com.jernung.twoblades&hl=en
  3. Trying to add support for mobile. My game is a typing game and I need to bring the keyboard up automatically. I added a text input element in my html with auto-focus and yes I see the keyboard once I load the page but it squeezes the canvas into the space available between the keyboard and the rest of the screen. What should i do to prevent this? The size of the canvas is 480x720. It should look fine on Nexus 7 which is 800x1280
  4. Hello everyone! I making project on phaser with accelerometer control. The problem is when you did not touch screen during game in mobile browser it starting turning off backlight. Is here any possibles to solve this problem? Best regards.
  5. Hey guys! I wanted to show of our latest game to you. It's (yet another) penalty shooter with the current European Championship as it's theme. The game is fully made with Phaser, and we used Intel XDK / Crosswalk to make the Android App, never have thought It would be so easy! Like I said, it's a penalty shooter, you pick your team, progress trough the map of France and try to be the European Champion while beating 7 of your opponents to a pulp. And now for some shameless self promotion: In order to make this game (an any other HTML5 game at Orange Games) we decided to opensource a lot of the plugins we use in our games. For this game we used the following plugin to make it a success: Phaser spine All The players are animated in spine by our awesome artists! Phaser ads Simple wrapper we use for Adsense/DFP for web ads, and HeyZap for our in-app ads Phaser cachebuster For our games we use rolling releases to update any issue fixes as quickly as we can, browser cache really is a **** to work with for games like this, so we use cacheBusting to make sure all user get's the latest version Phaser nineslice High performant ninesnlice/9patch/thingy plugin, one image that fits all buttons! Enough text, let get playing! Web: http://spele.nl/euro-football-kick-2016-spel/ Android: https://play.google.com/store/apps/details?id=com.kgn.eurofootballkick2016
  6. Hello everyone! For the past several weeks I have been working on a new Android / HTML5 web game. It is called GeoJump and can be found here: Geti it on Google Play Store A webversion can be found here: www.webplusapp.net/geojump (with limitations) Description: Go your way to the top - you can jump with funny characters and beat the different obstacles. Which character you get the highest? Choose from 20 comical characters, collect diamonds and let the score of your friends just behind you. GeoJump is characterized by: ★ Endless, challenging gameplay ★ 20 cool characters ★ Completely crazy obstacles ★ Super graphics ★ Worldwide leaderboards ★ Perfect for a little game Instructions: Tap the screen to jump. If you come in touch with the obstacles, the fun starts all over again. If you're not touching, your character will losing altitude! Some Screenshots: I would be happy for feedback and for your rating (and download on play store ). best regards Little background informations: Made with Phaser 2.4.7 Ported with cocoonjs Physics with P2JS and PhysicsEditor
  7. Hi All, I have developed an android game using Phaser and Cocoonjs. Here it is: https://play.google.com/store/apps/details?id=com.muss52.rockingandjumping I used simple ARCADE physics and there are no big assets. But there is a performance problem. I have tried my game on many android devices. All of my tries have same performance problem that is FPS dropping randomly. Also the problem occurs when I run the game on Chrome web browser. I tried 'render' to see FPS like below: render: function() { game.time.advancedTiming = true; game.debug.text(game.time.fps, 15, 25, "#00ff00"); } It says that the FPS is 60 always. But sometimes the game is choppy and sometimes the game runs smoothly. I googled it for days but I could not find any valuable solution for it. Can anyone help me to solve the problem? Regards.
  8. Im trying to scale my game so that it fits the whole screen, I don't care about images being stretched at this point, so I'm using the EXACT_FIT scale mode in phaser, which is supposed to scale it so that it fills the whole screen. Its working for the most part, except that only the top and the left side of the screen have little white bars. I've attached a screen shot but it might be hard to see since the background of the post is white. I know my game is scaling all the way because my bg color is set to green and not white, so I think it might be the background of the web browser that the game is running in? I'm using cocoonjs to make the apk that I'm running. Any suggestions on how to get those two little white bars to go away?
  9. Hello everyone, The magority of tutorials you can find on the internet regarding the making of mobile games all cover the actual gameplay. But I can't find a good tutorial on the actual setup of the game like choosing the screen res and how to scale the game so it will work on almost all devices. I do not necessarily mean a step by step rundown, which would actually not be a bad idea. Can you someone give me a guideline on how to understand, use and setup a game for full mobile release? Thank you so much in advance, Very kind regards, Cedric
  10. I wrote some WebGL games, but was unhappy with WebGL performance on my cheap Android tablets (as in, Chrome and CocoonJS gave me like 5-10fps, even for games with only 10 sprites or so). Therefore I wrote my own WebGL implementation, based on the V8 engine and direct OpenGL ES bindings. I just got a nice proof-of-concept sprite demo up and running, showing 10,000 sprites (and running at 60fps on my 57 euro tablet). I am almost ready to port my WebGL games to Android. Note that the demo has not been tested on many tablets yet, and may contain crashing bugs, memory leaks, etc. Check out the demo here: http://tmtg.net/glesjs/ You can also find a list of known problems on this webpage. I'd like to hear how it runs on your device! EDIT: gles.js is now released on github! Get it here: https://github.com/borisvanschooten/glesjs
  11. Hello, I have some projects in Phaser working on web. I wanted to try PhoneGap (need some of plugins). I've started from converting some simple project to app (without any additional plugins yet) and I run into problems. APK is builded without any errors on PhoneGap Cloud Builder, but apk after install doesn't show any of Phaser content. I'm installing app from .apk file, not from Google Play/Market or whatever it is currently called - in short not from store. I have PhoneGap HelloWorld example working. It consists of: empty .cordova directory empty hooks directory empty platforms directory empty plugins directory www directory described later config.xml I didn't change anything in config.xml, but here it is : <widget xmlns="http://www.w3.org/ns/widgets" xmlns:gap="http://phonegap.com/ns/1.0" id="pl.myapp.sample" version="1.0.0"> <name>appSample</name> <description>Hello World sample application that responds to the deviceready event.</description> <author href="http://phonegap.com" email="support@phonegap.com">PhoneGap Team</author> <content src="index.html"/> <preference name="DisallowOverscroll" value="true"/> <preference name="android-minSdkVersion" value="14"/> <plugin name="cordova-plugin-battery-status" source="npm"/> <plugin name="cordova-plugin-camera" source="npm"/> <plugin name="cordova-plugin-media-capture" source="npm"/> <plugin name="cordova-plugin-console" source="npm"/> <plugin name="cordova-plugin-contacts" source="npm"/> <plugin name="cordova-plugin-device" source="npm"/> <plugin name="cordova-plugin-device-motion" source="npm"/> <plugin name="cordova-plugin-device-orientation" source="npm"/> <plugin name="cordova-plugin-dialogs" source="npm"/> <plugin name="cordova-plugin-file" source="npm"/> <plugin name="cordova-plugin-file-transfer" source="npm"/> <plugin name="cordova-plugin-geolocation" source="npm"/> <plugin name="cordova-plugin-globalization" source="npm"/> <plugin name="cordova-plugin-inappbrowser" source="npm"/> <plugin name="cordova-plugin-media" source="npm"/> <plugin name="cordova-plugin-network-information" source="npm"/> <plugin name="cordova-plugin-splashscreen" source="npm"/> <plugin name="cordova-plugin-statusbar" source="npm"/> <plugin name="cordova-plugin-vibration" source="npm"/> <plugin name="cordova-plugin-whitelist" source="npm"/> <icon src="icon.png"/> <platform name="android"> <icon src="www/res/icon/android/drawable-ldpi-icon.png" density="ldpi"/> <icon src="www/res/icon/android/drawable-mdpi-icon.png" density="mdpi"/> <icon src="www/res/icon/android/drawable-hdpi-icon.png" density="hdpi"/> <icon src="www/res/icon/android/drawable-xhdpi-icon.png" density="xhdpi"/> <icon src="www/res/icon/android/drawable-xxhdpi-icon.png" density="xxhdpi"/> <icon src="www/res/icon/android/drawable-xxxhdpi-icon.png" density="xxxhdpi"/> <splash src="www/res/screen/android/drawable-land-ldpi-screen.png" density="land-ldpi"/> <splash src="www/res/screen/android/drawable-land-mdpi-screen.png" density="land-mdpi"/> <splash src="www/res/screen/android/drawable-land-hdpi-screen.png" density="land-hdpi"/> <splash src="www/res/screen/android/drawable-land-xhdpi-screen.png" density="land-xhdpi"/> <splash src="www/res/screen/android/drawable-land-xxhdpi-screen.png" density="land-xxhdpi"/> <splash src="www/res/screen/android/drawable-land-xxxhdpi-screen.png" density="land-xxxhdpi"/> <splash src="www/res/screen/android/drawable-port-ldpi-screen.png" density="port-ldpi"/> <splash src="www/res/screen/android/drawable-port-mdpi-screen.png" density="port-mdpi"/> <splash src="www/res/screen/android/drawable-port-hdpi-screen.png" density="port-hdpi"/> <splash src="www/res/screen/android/drawable-port-xhdpi-screen.png" density="port-xhdpi"/> <splash src="www/res/screen/android/drawable-port-xxhdpi-screen.png" density="port-xxhdpi"/> <splash src="www/res/screen/android/drawable-port-xxxhdpi-screen.png" density="port-xxxhdpi"/> </platform> <platform name="ios"> <icon src="www/res/icon/ios/icon.png" platform="ios" width="57" height="57"/> <icon src="www/res/icon/ios/icon@2x.png" platform="ios" width="114" height="114"/> <icon src="www/res/icon/ios/icon-40.png" platform="ios" width="40" height="40"/> <icon src="www/res/icon/ios/icon-40@2x.png" platform="ios" width="80" height="80"/> <icon src="www/res/icon/ios/icon-50.png" platform="ios" width="50" height="50"/> <icon src="www/res/icon/ios/icon-50@2x.png" platform="ios" width="100" height="100"/> <icon src="www/res/icon/ios/icon-60.png" platform="ios" width="60" height="60"/> <icon src="www/res/icon/ios/icon-60@2x.png" platform="ios" width="120" height="120"/> <icon src="www/res/icon/ios/icon-60@3x.png" platform="ios" width="180" height="180"/> <icon src="www/res/icon/ios/icon-72.png" platform="ios" width="72" height="72"/> <icon src="www/res/icon/ios/icon-72@2x.png" platform="ios" width="144" height="144"/> <icon src="www/res/icon/ios/icon-76.png" platform="ios" width="76" height="76"/> <icon src="www/res/icon/ios/icon-76@2x.png" platform="ios" width="152" height="152"/> <icon src="www/res/icon/ios/icon-small.png" platform="ios" width="29" height="29"/> <icon src="www/res/icon/ios/icon-small@2x.png" platform="ios" width="58" height="58"/> <icon src="www/res/icon/ios/icon-small@3x.png" platform="ios" width="87" height="87"/> <splash src="www/res/screen/ios/Default-568h@2x~iphone.png" platform="ios" width="640" height="1136"/> <splash src="www/res/screen/ios/Default-667h.png" platform="ios" width="750" height="1334"/> <splash src="www/res/screen/ios/Default-736h.png" platform="ios" width="1242" height="2208"/> <splash src="www/res/screen/ios/Default-Landscape-736h.png" platform="ios" width="2208" height="1242"/> <splash src="www/res/screen/ios/Default-Landscape@2x~ipad.png" platform="ios" width="2048" height="1536"/> <splash src="www/res/screen/ios/Default-Landscape~ipad.png" platform="ios" width="1024" height="768"/> <splash src="www/res/screen/ios/Default-Portrait@2x~ipad.png" platform="ios" width="1536" height="2048"/> <splash src="www/res/screen/ios/Default-Portrait~ipad.png" platform="ios" width="768" height="1024"/> <splash src="www/res/screen/ios/Default@2x~iphone.png" platform="ios" width="640" height="960"/> <splash src="www/res/screen/ios/Default~iphone.png" platform="ios" width="320" height="480"/> </platform> <platform name="wp8"> <icon src="www/res/icon/wp8/ApplicationIcon.png" platform="wp8" width="99" height="99"/> <icon src="www/res/icon/wp8/Background.png" platform="wp8" width="159" height="159"/> <splash src="www/res/screen/wp8/screen-portrait.jpg" platform="wp8" width="768" height="1280"/> </platform> <platform name="windows"> <icon src="www/res/icon/windows/Square150x150Logo.scale-100.png" platform="windows" width="150" height="150"/> <icon src="www/res/icon/windows/Square30x30Logo.scale-100.png" platform="windows" width="30" height="30"/> <icon src="www/res/icon/windows/StoreLogo.scale-100.png" platform="windows" width="50" height="50"/> <splash src="www/res/screen/windows/SplashScreen.scale-100.png" platform="windows" width="620" height="300"/> <icon src="www/res/icon/windows/StoreLogo.scale-240.png" platform="windows" width="120" height="120"/> <icon src="www/res/icon/windows/Square44x44Logo.scale-100.png" platform="windows" width="44" height="44"/> <icon src="www/res/icon/windows/Square44x44Logo.scale-240.png" platform="windows" width="106" height="106"/> <icon src="www/res/icon/windows/Square70x70Logo.scale-100.png" platform="windows" width="70" height="70"/> <icon src="www/res/icon/windows/Square71x71Logo.scale-100.png" platform="windows" width="71" height="71"/> <icon src="www/res/icon/windows/Square71x71Logo.scale-240.png" platform="windows" width="170" height="170"/> <icon src="www/res/icon/windows/Square150x150Logo.scale-240.png" platform="windows" width="360" height="360"/> <icon src="www/res/icon/windows/Square310x310Logo.scale-100.png" platform="windows" width="310" height="310"/> <icon src="www/res/icon/windows/Wide310x150Logo.scale-100.png" platform="windows" width="310" height="150"/> <icon src="www/res/icon/windows/Wide310x150Logo.scale-240.png" platform="windows" width="744" height="360"/> <splash src="www/res/screen/windows/SplashScreenPhone.scale-240.png" platform="windows" width="1152" height="1920"/> </platform> <access origin="*"/> <allow-intent href="http://*/*"/> <allow-intent href="https://*/*"/> <allow-intent href="tel:*"/> <allow-intent href="sms:*"/> <allow-intent href="mailto:*"/> <allow-intent href="geo:*"/> <platform name="android"> <allow-intent href="market:*"/> </platform> <platform name="ios"> <allow-intent href="itms:*"/> <allow-intent href="itms-apps:*"/> </platform> </widget> In www directory I have: index.html spec.html (default from PhoneGap) config.xml copied from previous directory phaser.min.js and phaser.map some assets from my project (.xml, .json, .jpg) directories for: css, img, js, res, spec index.html: <!DOCTYPE html> <!-- Copyright (c) 2012-2016 Adobe Systems Incorporated. All rights reserved. Licensed to the Apache Software Foundation (ASF) under one or more contributor license agreements. See the NOTICE file distributed with this work for additional information regarding copyright ownership. The ASF licenses this file to you under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. --> <html> <head> <meta charset="utf-8" /> <meta name="format-detection" content="telephone=no" /> <meta name="msapplication-tap-highlight" content="no" /> <meta name="viewport" content="user-scalable=no, initial-scale=1, maximum-scale=1, minimum-scale=1, width=device-width" /> <!-- This is a wide open CSP declaration. To lock this down for production, see below. --> <meta http-equiv="Content-Security-Policy" content="default-src * 'unsafe-inline'; style-src 'self' 'unsafe-inline'; media-src *" /> <!-- Good default declaration: * gap: is required only on iOS (when using UIWebView) and is needed for JS->native communication * https://ssl.gstatic.com is required only on Android and is needed for TalkBack to function properly * Disables use of eval() and inline scripts in order to mitigate risk of XSS vulnerabilities. To change this: * Enable inline JS: add 'unsafe-inline' to default-src * Enable eval(): add 'unsafe-eval' to default-src * Create your own at http://cspisawesome.com --> <!-- <meta http-equiv="Content-Security-Policy" content="default-src 'self' data: gap: 'unsafe-inline' https://ssl.gstatic.com; style-src 'self' 'unsafe-inline'; media-src *" /> --> <link rel="stylesheet" type="text/css" href="css/index.css" /> <style type="text/css"> body{ background: #ffffff; padding:0px; margin:0px; } </style> <title>Hello World</title> </head> <body> <div class="app"> <h1>Hello PhoneGap N00B</h1> <div id="deviceready" class="blink"> <p class="event listening">Connecting to Device</p> <p class="event received">Device is Ready</p> </div> </div> <script type="text/javascript" src="cordova.js"></script> <script type="text/javascript" src="js/index.js"></script> <script src="phaser.min.js"></script> <script src = "js/preload.js"></script> <script src = "js/intro.js"></script> <script type="text/javascript"> app.initialize(); var game = new Phaser.Game(1920, 1080); game.state.add('Preload', MyGame.preload) game.state.add('Intro', MyGame.intro); game.state.start('Preload'); </script> </body> </html> In js directory I have: index.js (default from PhoneGap example) intro.js (my project state) preload.js (my project state) index.js: /* * Licensed to the Apache Software Foundation (ASF) under one * or more contributor license agreements. See the NOTICE file * distributed with this work for additional information * regarding copyright ownership. The ASF licenses this file * to you under the Apache License, Version 2.0 (the * "License"); you may not use this file except in compliance * with the License. You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, * software distributed under the License is distributed on an * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY * KIND, either express or implied. See the License for the * specific language governing permissions and limitations * under the License. */ var app = { // Application Constructor initialize: function() { this.bindEvents(); }, // Bind Event Listeners // // Bind any events that are required on startup. Common events are: // 'load', 'deviceready', 'offline', and 'online'. bindEvents: function() { document.addEventListener('deviceready', this.onDeviceReady, false); }, // deviceready Event Handler // // The scope of 'this' is the event. In order to call the 'receivedEvent' // function, we must explicitly call 'app.receivedEvent(...);' onDeviceReady: function() { app.receivedEvent('deviceready'); }, // Update DOM on a Received Event receivedEvent: function(id) { var parentElement = document.getElementById(id); var listeningElement = parentElement.querySelector('.listening'); var receivedElement = parentElement.querySelector('.received'); listeningElement.setAttribute('style', 'display:none;'); receivedElement.setAttribute('style', 'display:block;'); //console.log('Received Event: ' + id); } }; What I get after installing my app is just HelloWorld, no states are loading. When I emulate that project using PhoneGap launcher App it looks the same, but when I connect on same ip (generated through PhoneGap Desktop app) using web then states are loaded properly. I've uploaded my files in a .zip to PhoneGap Cloud in order to build. Everything from www directory was added to .zip file and sent - there were no compiling errors (I didn't attach any key, but I don't want to upload it to store yet, just custom install from .apk). Any help appreciated. EDIT: differencies that I see in web and emulation on android device : -web is displaying my states correctly, but on PhoneGap part, where it is trying to connect to the device it is stuck (all the time there is displayed "Connecting to device") -while on mobile emulation it is correctly connecting to device, but nothing from my project is displayed If you know about some working tutorials that I can follow to export Phaser app with states to PhoneGap - they are welcome.
  12. Hello guys! I do want to promote my first game made with Phaser. It's a simple runner game and have been a really good learning experience. Its wrapped with Cordova and uses some Cordova plugins to give users access to connect with Facebook's Score-API and buying items with In App Purchase for instance. The game is about running on bridges with correct colors. The game is tricky because you need to focus about which color to run while at the same time aiming the player to pass the current bridge. The game speed will increase for every 10th bridge you make it through. Like I said this have been a very good experience but I have worked pretty hard to finally be able to release this dam* game so please don't tell me about any bugs you may find! (just kidding) But I will be really grateful for any feedback, also I want to say thanks to everyone in the active Slack-channel for being very helpful! Play on iOS: https://itunes.apple.com/us/app/bridge-color-race/id1088579431 Play on Android: https://play.google.com/store/apps/details?id=com.glennsjostrom.bridgecolorrace More screenshots: www.bridgecolorrace.com
  13. Kitty Pot Cracker High Score is out now on Google Play! https://play.google.com/store/apps/details?id=com.cidadeartproductions.kpchighscore
  14. Hello! I have a major problem with touch input on sprite buttons. I have some letters as buttons and by default the hitArea was only as big as the letter itself, which was sometimes hard to hit (especially I + J). So I increased the hitArea by assigning it a rectangle that is much wider. On the PC in the Browser the enlarged hitArea works fine, but inside a webview inside an iOS or Android-App it doesn't seem to affect anything, I still have to tap the letters about 10 times until I hit it. Any idea where that problem comes from? It makes the game incredible annoying and pretty much unplayable. I also tried adding and resizing a physics body, no luck Example code from the Sprite creation: letter = this.game.make.bitmapText(0, 0, 'bitmapfont', letters, 170 * scale); letter.anchor.set(0.5); //this.guessButtons = this.game.add.sprite(200 * scale * (i - (line - 1) * charsPerLine) + 400 * scale, 1650 * scale + 170 * line * scale, letterTex); this.guessButtons = this.game.add.sprite(260 * scale * (i - (line - 1) * charsPerLine) + 130 * scale, 1650 * scale + 170 * line * scale, letter._glyphs[0].texture); this.guessButtons.hitArea = new Phaser.Rectangle(-100 * scale, -10 * scale, 280 * scale, 190 * scale); this.guessButtons.scale = new Phaser.Point(170/200 * scale, 170 / 200 * scale); this.guessButtons.name = "guessLetterButton_" + i; this.guessButtons.inputEnabled = !this.watchMode; this.guessButtons.events.onInputDown.add(this.selectLetter, this, 0, letters); this.guessButtons.tint = 0x404040;
  15. Hello, So I was wondering could you add my game http://chiland.pl to the Made With Pixi page that would be so cool. Anyways the game is about a top down shooter you go around and collect coins. You can save progress, load, there is a new random map loaded every time you go to exit I upgrade each week, it has android app.
  16. Soccer for Dumbs Soccer For Dumbs, Spritted’s new game for Android based on physics. We have used Phaser 2.4.6 for the game development, the Box2d plugin for the physics, TexturePacker to create the SD and HD atlas, and the phaser-debug plugin to optimize and correct errors. In order to adapt it to Android we have used Crosswalk latest version which offers quite an acceptable efficiency. The mechanics of the game are very simple; the first one to score five goals wins, but your moves will be very limited because in Soccer for Dumbs you can only move by jumping- There are different playing fields: a snow-covered field, an indoor track, a field with giant goals… And there are also different kinds of balls: a rugby ball, a tennis ball, a bowling ball… Download it for free here
  17. Is there any option how export phaser HTML5 game into android platform ? Like electron, it will package JS files with "browser" into jar, and it can be published in the google play store ? I know people can just run in their mobile browser but this can not be published in the google play store. Thank you
  18. We have released our very first Android application called HTML5 Games Club on the Google Play Store. This application allows you to play with more than 1700 HTML5 games without any additional installation. Here you can play games provided by well-known HTML5 game distributors such as Famobi, GamePix, HTMLGames, TreSensa, Spil Games and Softgames.The application is available on the Google Play Store. Install and try it now!
  19. Trying to load pixi content on a WebView on Android (not browser). Getting the following error: W/OpenGLRenderer: Failed to set EGL_SWAP_BEHAVIOR on surface 0xa3d40400, error=EGL_SUCCESS E/eglCodecCommon: glUtilsParamSize: unknow param 0x00000b44 E/eglCodecCommon: glUtilsParamSize: unknow param 0x00000bd0 E/eglCodecCommon: **** ERROR unknown type 0x0 (glSizeof,72) E/eglCodecCommon: **** ERROR unknown type 0x0 (glSizeof,72) E/eglCodecCommon: glUtilsParamSize: unknow param 0x00000b44 E/eglCodecCommon: glUtilsParamSize: unknow param 0x00000bd0 E/chromium: [ERROR:buffer_manager.cc(313)] [.Parent-Compositor-0xa44be900]GL ERROR :GL_INVALID_OPERATION : glBufferData: <- error from previous GL command I wonder if it is a default WebView issue or Pixi's. Anyone had experience with a similar challenge? Thanks!
  20. Hello, i got a some questions, about a Phaser, i was just looking at example code, and it look like Phaser is very nice to learn,also it let you make a interesing games. To learn Phaser i need any special requiments? Ik some html,css, javascript with jquery libary. I won't call myself a medium or expert, but i got a basic of procedural and objective programing. Is that enought to learn Phaser? Also can i make a native android games using Phaser (i mean, add it to google shop and pepole can install it), can i also make a native Windows/linux Desktop app? Also i worry about learning Phaser now, because V3 gonna come soon probally, v3 don't use Pixi, so if i start learning V2 and do my project in it, over a time my project won't work on V3 + i gonna have alot of new thigns, is it worth to learn Phaser now? Also can i use Phaser for comerical ussage for free? Also do Phaser support database ?
  21. Hello everyone! I am just getting in Game development in Phaser. I am trying to create Android application and I am using this: https://build.phonegap.com/apps to convert my Phaser code into .apk file. Everything works great and it is the same as in the browser. Also I am scaling the content with devicePixelRatio. However, after the last update(today) of the Android WebView there is a problem with my app... I can't see the whole world and everything is hidden anywhere outside the display. I tried some things, but nothing can fix my problem! I am looking forward for your replies! See the pics before/after:
  22. Hi, I used ArcRotateCamera in one my scene. the camera working fine on Desktop , windows Mobile and touch monitors. But when i try to rotate on android and ios mobile, the camera is not rotating. can anybody help me .
  23. We have released our very first Android application called HTML5 Games Club on the Google Play Store. This application allows you to play with more than 1700 HTML5 games without any additional installation. Here you can play games provided by well-known HTML5 game distributors such as Famobi, GamePix, HTMLGames, TreSensa, Spil Games and Softgames.The application is available on the Google Play Store. Install and try it now!
  24. Hello Phaser Team, I just want to drop a quick note about how our company has used phaser.io as a way to render manga created by our app. We have experimented with multiple ways of displaying our user created manga content. 1. canvas blocks that compiles phaser.io 2. a single canvas that renders. At the moment, we still haven't found a solution that gives perfectly compatible, fast, fluid, no memory crashing, ios wkwebview + android webview no flashing, no texture crazy display of our content. However, we are still trying different ways. I am not sure if the app can be downloaded but it is available through most of the Chinese Android platforms: 触漫, and on iOS it is also called 触漫 (Touch Manga). This is an example links of the output rendering manga: method1: (still abit ugly, please ignore the none manga ui elements) http://qnp.chumanapp.com/m/index.html?json_id=f19e67d21525de09c4ef355534f5feff&locale=zh-hans-hk http://qnp.chumanapp.com/m/index.html?json_id=771c3d00ad117546555460b60c22f099&locale=zh-hans-hk http://qnp.chumanapp.com/m/index.html?json_id=4b8f1ac51296b46dae89bef29ebd2cae&locale=zh-hans-hk method2 links are not yet live. Please feel free to leave comments and such.