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Found 387 results

  1. Space Ace

    Hello guys ! I would like to introduce my latest game Space Ace - actually the first one that I have done completely as it supposed to be. It is made in HTML5 using plain PIXI and Apache Tomcat server to provide HTML content and websocket listener. Originally it was meant to be PVP game but once I have realized that there will never really be more than one or two players online simultaneously (it is very common among most of indie games), I decided to make it more soloplay focused with multiplayer just as a nice to have. Game controlls and features are described on login page so I will not duplicate it here Feel free to play and enjoy and I am looking forward for some comments, here is URL - http://darkenlight.net/spaceace
  2. Hello everybody, I've been obliged to find best solution for making html5 games for our company. It'd be great if some experienced developers would advice on which direction to go. We have a huge experience in Unity games development, but we already created around 10 games in Phaser 2 engine with WebStorm and TypeScript, but we're not fully satisfied because of the low performance of the games on mobile platforms and lack of support for optimised shaders. Our needs are: - Good performance on mobile platforms - 2D (but 3D would be appreciated, majority of our projects would be 2D) - Good support for sprite sheets (TexturePacker support would be great), sounds, particles, physics, real shaders (vertex, fragment), tweens, skeletal animations - Layout Editor would be great - JS ES6 or TypeScript support - Can be commercial
  3. Hello, When I move a sprite with Game.physics.arcade.moveToXY the sprite move about 3 times slower on mobile (chrome) then on PC. I've tried setting a speed and setting a maxTime but same result. Does anyone knows why?
  4. WebGL resize stage blinking on iOS

    Hello, On my iOS devices (iPhone 4S, iPad Mini) when I resize the WebGL renderer, the elements of my stage are briefly scaled with the new size of the stage before being re-render with their original size. I just want to resize the drawing zone without changing the size of the children. The behaviour only occur on iOS with the WebGL renderer. I've made a jsFiddle to show the problem : http://jsfiddle.net/ntvLas1x/1/embedded/result/ . To reproduce, just click several times on the resize button from an iOS device and you will see the red square changing size. Thanks in advance, Louis
  5. Space Demons

    Just wanted say hi to the community by posting about my first game, it was build using the html5 canvas combined with other DOM elements. Didn't use a framework so it's pretty rough around the edges. I only released it for android (didn't want to pay the apple subscription fee :P) I'm building another mobile game using Phaser 2.9.2 CE right now and absolutely loving it - looking forward to sharing it with you guys! Google Play Store link: https://play.google.com/store/apps/details?id=com.gmm.spacedemons&hl=en Any feedback/comments would be very much appreciated!
  6. Hello everyone, I'm just making game/app that will check personality and skills of the kids, before they choose their carrier path in life. I have problem with hit area. In web browser everything works properly but when I run my app on mobile device, every sprite is scalling ok, but when I want to click on it I have to click a little bit below and in the right. It looks like sprite change position on the screen after scalling down but hit areas stay in their old positions. Either pixelPerfect = true and false doesn't work. Have you any ideas what is wrong? I'm not including code 'cause whole project is too big now to put everything here, it'll be not clear and won't gave you guys clue what's going on. If that'll be necessery I can try to compress it to some pseudo code or something. And happy new year everyone!
  7. [Phaser] The Last Battery

    Hi! I Just released my new game called "The Last Battery"! You can play it for free at https://goo.gl/JGeumV and try to survive until your battery is running out! Also, my other games are at https://www.minzaogames.com Thanks!
  8. Hello guys! First of all I would like to thank you for all your valuable comments on this forum. I’ve found basically all answers to my questions digging up this forum. I’m trying to make a simulation/rpg like game with Babylon and I'm experimenting with procedural generation and content streaming. I need help on two (probably related) questions: https://playground.babylonjs.com/#SCV25U#6 1 Z-Fighting / Flickering on Mobile. I’ve noticed that some meshes are flickering on mobile (especially the ones who are generated on click). I thought could be some Z-Fighting problem and I moved the ground generation before the trees generation, doing this has solved the issue only on the meshes who are generated on load, not on the meshes generated on con click. I’ve also tried various ways of click picking / invisible mesh combination but nothing changed apparently. I need to try with no overlapping visible meshes, but I still need an overlapping invisible plane to detect the click. 2 Merging / Instancing doubts. Merging a big group of boxes has really amazing FPS performance (even on mobile with a large world), but freezes the browser. So I’ve splitted and delayed the merging execution, still freezing but it looks better. I’ve tried with ribbons, amazing performance and results if you need something like Transport Tycoon, but isn’t what I was looking for. Instancing a big group of boxes has no freezing at all but really low FPS rate, I need to try to use a box without 2 useless faces, but I suppose the FPS rate will be much the same. Clues on solving this or ideas about different approaches will be really appreciated. Thanks, Marco.
  9. Interactive Snowcone

    For a Christmas Newsletter we created an interactive snowcone. The model represents our hometowns city tower. On desktop the snow is simply triggered by mouse drag, on mobile you can actually "shake" to let it snow. This was actually my first Babylon.js project and I'm quite happy with the result. http://www.pundr.at/xmas/
  10. Hi guys! 15 days left to enter your game and take your chance to win an award during the 14th IMGA ceremony Take a chance now! Cheers ! http://www.imgawards.com/developers/submit-your-game/
  11. Mobile screen touch controls

    Hello, I would like to know if it is possible to have screen touch controls on mobile instead of the buttons? In my game i tried having buttons to jump and it functioned correctly... however I am looking for a way to make my character jump wherever we actually touch the screen and not just one specific button. is that possible? Also is it possible to have movement controls such as the attached in Phaser? is this a good example: https://phaser.io/examples/v2/input/virtual-gamecontroller Thank you!
  12. Dear people of this awesome forum: Here I am again, looking for some help. My sw development (of course with BJS) uses PBR materials (we are the greatest fans) . The case is that this is a cross-browser multi-platform project. My scene looks great on desktop: MS Windows (Firefox and Chrome / I'm not using/testing MS Explorer, Edge nor Opera) and macOSX-Safari. It also looks impressive on iOS-Safari, but fails to be so fine in Android-Chrome as my geometries are all show in black. I know this is a problem with my code, as the different PBR examples of BJS look perfect in Andorid-Chrome, but,...what a weird one. Any starting point with this? Thanks for your time.
  13. Solve Sudoku Techniques - FAST!

    Solve Sudoku Techniques - FAST! Solve Sudoku in one minute Solve 80 % of Sudokus in 3 minutes Solve hard Sudokus in 5 minutes PLAY: Solve Sudoku Techniques - FAST! WHY: To learn Sudoku techniques in order to solve those hard Sudoku puzzles in your favorite newspapers. The most important lesson I learned is to really focus on your game. As a hobbyist, it took two years to complete this game and especially mobile has been an issue until these days. I have had my time with native Android SDK, PhoneGap, Cordova and even with Chrome extensions... but now after two years only thing that matters is a (good) game with HTML5, Phaser and Android webview.
  14. Hi everyone! The 14th IMGA Global is open for entries until 31 December 2017. Mobile and VR game developers, studios and publishers are invited to submit their games for free in a few clicks. Enter your game now! http://www.imgawards.com/
  15. Slow performance on mobile

    Hi for all. I'm trying to create application for mobile devices. I have some troubles with tag <meta name='viewport'>: 1. I have 59-60 fps if i set attribute content like this: content='initial-scale=no,width=device-width,initial-scale=1'; but images looks blured. 2. Images looks great if i set attribute content like this: content='initial-scale=no,width=device-width,initial-scale=' + 1 / window.devicePixelRatio; but i have 15 fps. I set options.resolution = window.devicePixelRatio || 1 for both cases;
  16. [Construct 2] Basket Slam Dunk

    Hello again community, I want to show you this little success for me, Basket Slam Dunk, has been the game that has played the most of all that I have done. It has more than 100,000 games played, a record for me. It is a casual game, easy to play and playable on any device. You have to throw the player and put in the basket, very easy to play, and with unlockable balls. I hope you like it Link : https://html5.GameDistribution.com/1e114557c82349ffa04089dcbfb0605b/
  17. Hello, I want to show you my latest game created with Construct 3, a casual game designed for children. It is very easy to play, and playable from any device. We must prevent the Martians from reaching the earth, with one of our small and stubborn heroes XD. You can use the touch screen or keyboard arrows to play. Link: https://html5.GameDistribution.com/d450f69ec01248119ed50f202d09ab27/
  18. Phaser poor performance on mobile

    Hi guys! So I am trying to create a mobile racing game in Phaser. But the game has really poor performance on mobile. I tried to reduce a lot of things in the game and test if I get a better performance, but so far no success. What I have so far after reducing everything to absolute minimum is a sprite of a car (79x160 png image), a sprite for the background (100150 png) and in the update function I only scroll the background adding to the background y some value to move it down. I am running the game in CANVAS mode. Any thoughts what might be happening, or any tips or tricks that will improve the performance? Thanks!
  19. [Phaser] Lost in Jungle

    Hi! I'm releasing my new game, called Lost in Jungle! How many days can you survive in a misty jungle full of monsters? Play this turn-based game and find out in your desktop or mobile! Play it for free at: http://www.minzaogames.com
  20. [solved] Mobile viewport inconsistency

    Hey. I need help, I've been banging my head against this for hours. I've been scaling my game to fit screens on all devices, while maintaining the asset ratios. The game size increases so the controls work where ever you touch. I've run into an issue with Android/Chrome and itch.io. I'm not sure if it's specific to the browser, or the site, or mobile. It might be a full screen mobile issue all together, but I'm testing it on itch and an android with chrome. The first time the game loads it scales and works perfectly. Then, if I refresh the page or visit it later this happens: The game gets put into the view port ratio set in Itch, and doesn't adjust like it should in fullscreen. This being 640x960. 2:3 ratio, the screen has a higher Y axis. This causes the white bar at the bottom which is unresponsive to the touch controls. I've removed the padding in CSS: <style> html { margin:0; padding:0; } body { margin: 0; padding: 0; } #canvasholder { width: 99vw; height: 99vh; margin: 0 auto; } </style> and my canvas code looks something like this: // ~A Canvas and Game Setup aspect_ratio = window.innerWidth / window.innerHeight; testWidth = 960 * aspect_ratio; //if the aspect ratio stretches the Y axis if (testWidth <= 640) { var canvasWidth = 640; var canvasHeight = 640/aspect_ratio; } // else if it stretches the X axis else { var canvasWidth = 960 * aspect_ratio; var canvasHeight = 960; } //test versions //var canvasWidth = 640; //var canvasHeight = 960; var game = new Phaser.Game(canvasWidth, canvasHeight, Phaser.CANVAS, 'game', { preload: preload, create: create, update: update }); function create() { // ~2.1 Game Scaling game.scale.fullScreenScaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.refresh(); Maybe I've over complicated the original solution? This worked the way I intended on Desktop tests. You can test it yourself here: https://flopshotqq.itch.io/screen-scale-test Thanks so much, any help is appreciated.
  21. Playniax game engine

    Hi guys,This will be the place where I will keep you up to date you on the latest Playniax game engine called Pyro! You can find it onitch.io Pyro is ideal for building 2D games and other interactive graphical driven applications. Pyro apps run on WINDOWS, OSX, LINUX, IOS, ANDROID and HTML5! And... It's FREE! Here is a game made with Pyro
  22. Hello, Helloween Madness highscore based game is available for licensing. It was never published before, so exclusive license is also available. PM me for details.
  23. I am looking for someone that can build / brand an HTML 5 game that can be used on our website during Christmas. We may build several games.
  24. Hi guys! First time poster here. I wanted to share my upcoming HTML5 mobile game, Pocket City. Screenshot: Animated Gfycat link: - https://gfycat.com/gifs/detail/ColorlessWatchfulHydra Thanks so much to PhotonStorm for creating Phaser! I've been using it for a year and a half on this game and it has been a blast to work with. My goal is to create a mobile city building game that has the depth and gameplay of traditional desktop city builders, but with a modern mobile interface. My plan is to release for iOS and Android, then if things go well, perhaps PC. Here's some links if you guys want to stay updated: Blog: https://blog.pocketcitygame.com Twitter: https://twitter.com/pocketcitygame/ Facebook: https://www.facebook.com/pocketcitygame Instagram: https://instagram.com/pocketcity Youtube: https://www.youtube.com/c/pocketcitygame Thanks for taking a look!
  25. Choppy tweens on mobile (Cordova)

    Hi all, I have a game which I've turned in to a cordova app. Gamephysics with collision are working smooth, but when I am using tweens it sometimes lags a little bit. I am using Crosswalk and are testing on a Sony Xperia Z3. I've tried removing all backgrounds and animation and left only one sprite doing the tweens, but the lags remain. Everything is smooth on the desktop browser. Anybody got any tips on improving the performance?