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Found 341 results

  1. Hello to all. We make HTML5 games and available for Freelance. Portfolio here: https://buy-instant-html5games.com/buy-html5-games If you need to create a game or buy non-exclusive license for current games - write us on licensing [ a-t ] buy-instant-html5games [ d-o-t ] com
  2. Hello, I'm Kyriakos from OdiusFly Studio. I have 10+ years of experience working as a freelance game developer and graphic designer. If you have time please take a look at my portfolio: https://odiusfly.com If you are interested for game license or freelance work, please don’t hesitate to contact me via email: odiusfly [at] hotmail [dot] com Thank you!
  3. B3L7

    Eternity Pilot

    Eternity Pilot is a mobile game made using Phaser 3 and Cordova. It is my first published game and it would have been totally impossible without Phaser and this amazing community! For now it is only available on Android but I am hoping to have an iOS version in the near future. I have a sign up on the site linked below to receive a notification when the iOS version comes out. Play Store https://eternitypilot.com Gameplay Video
  4. Hello that's my list top 5 websites for buying html5 games! If You like this list visit my site where I share with you best html5 games! https://elijahkuzmichov.wordpress.com If you publisher and looking for a good html5 games this list for you: 1. CodeCanyon 2. MarketJS 3. Famobi 4. TrueValhalla 5. DoubleDuck If You like this list visit my site where I share with you best html5 games! https://elijahkuzmichov.wordpress.com
  5. A couple of posters have mentioned getting BabylonJS projects on to Android. This is my take on this, the whole code developed using Basic4Android (sometimes called B4A). It is a fairly mature platform - I've been using it for about 7 years now. For Basic4Android you can develop an App which creates a WebView which then loads the HTML which then loads the Javascript, which access BabylonJS. You can, obviously, send variables to the HTML (pretty standard) and/or pass variables back to the Android App - I'll leave the code in there to enable you to do that as well as I think it's quite useful to do and to see how it's been done. You WILL need some libraries, which are only available to Licensed Users (but at no extra cost). They are : WebViewExtras2 (ver 2.20) WebViewSettings (ver 1.31) JavaObject (2.05) Reflection (2.40) Phone (2.50) IME (1.10) I use other libraries in addition to these - but they are to do with Firebase / Admob and a few graphical elements. StringUtils and RuntimePermissions. B4A demo code in full. This should work, but I'm happy to help out or you can always post questions on the B4A Forum ( https://www.b4x.com/android/forum/ ). I'm using the latest release version of B4A which is 8.50 but you shouldn't necessarily need that version - probably only around 6.80 or later. #Region Project Attributes #FullScreen: True #IncludeTitle: False #ApplicationLabel: Demo #VersionCode: 1 #VersionName: 'SupportedOrientations possible values: unspecified, landscape or portrait. #SupportedOrientations: landscape #CanInstallToExternalStorage: False #End Region #Region Activity Attributes #FullScreen: True #IncludeTitle: False #End Region Sub Process_Globals 'These global variables will be declared once when the application starts. 'These variables can be accessed from all modules. End Sub Sub Globals 'These global variables will be redeclared each time the activity is created. 'These variables can only be accessed from this module. Dim wv As WebView Dim wve As WebViewExtras Dim wvs As WebViewSettings Private ime1 As IME Private ActivityParent As JavaObject End Sub Sub Activity_Create(FirstTime As Boolean) 'Do not forget to load the layout file created with the visual designer. For example: 'Activity.LoadLayout("Layout1") wv.Initialize("wv") wve.addWebChromeClient(wv,"wve") wvs.setAllowFileAccess(wv,True) wvs.setAppCacheEnabled(wv,True) wvs.setDOMStorageEnabled(wv,True) Activity.AddView(wv,0,0,100%x,100%y) wv.LoadUrl("file:///android_asset/index.html?parameter1="&variableValue&"") ime1.Initialize("ime1") ime1.AddHeightChangedEvent Dim jo As JavaObject = Activity jo.RunMethodJO("getContext", Null).RunMethodJO("getWindow", Null).RunMethod("setSoftInputMode", _ Array As Object(0x20)) ActivityParent = jo.RunMethodJO("getParent", Null) End Sub Sub Activity_Resume End Sub Sub Activity_Pause (UserClosed As Boolean) End Sub Sub IME1_HeightChanged (NewHeight As Int, OldHeight As Int) CallSubDelayed(Me, "AfterChange") End Sub Sub AfterChange Dim ajo As Panel = Activity Dim width As Int = ActivityParent.RunMethod("getMeasuredWidth", Null) Dim height As Int = ActivityParent.RunMethod("getMeasuredHeight", Null) If width = 0 Or height = 0 Then Return ajo.width = width 'update the "activity" width and height ajo.height = height wv.width = width wv.height = height wv.ZoomEnabled = False End Sub Sub start_rewardvideoandroidfunction (variable As String) 'Log("Got back to Android "+variable) Log("*** Got back to Android !! "& variable) End Sub Of course you will need to make sure that the HTML and Javascript reside in the correct (sub)directories. Just passing a single variable to the Javascript, but could pass more. HTML <!DOCTYPE html> <html> <head> <meta http-equiv="Content-Type" content="text/html" charset="utf-8"/> <title>HTML5 Demo</title> <!--- link to the last version of babylon ---> <!-- <script src="scripts/hand.minified-1.2.js" type="text/javascript"></script> --> <script src="js/pep.js" type="text/javascript"></script> <script src="js/babylon.3.1.mini.js" type="text/javascript"></script> <script src="js/babylon.gui.js" type="text/javascript"></script> <style type="text/css"> html, body { overflow: hidden; width : 100%; height : 100%; margin : 0; padding : 0; } #renderCanvas { width : 100%; height : 100%; } #scoreLabel { position:absolute; top:20px; left : 20px; color:white; font-size: 1em; } #livesLabel { position:absolute; bottom:20px; left : 20px; color:white; font-size: 1em; } #highScoreLabel { position:absolute; bottom:20px; right : 20px; color:white; font-size: 1em; } #waveLabel { position:absolute; top:20px; right : 20px; color:white; font-size: 1em; } </style> </head> <body> <canvas id="renderCanvas" touch-action="none"></canvas> <div id="scoreLabel">SCORE : 0</div> <div id="livesLabel">LIVES : </div> <div id="highScoreLabel">HIGH SCORE : </div> <div id="waveLabel">WAVE : 1</div> <script src="js/app.js" type="text/javascript"></script> <script> window.addEventListener('DOMContentLoaded', function () { var parameters = location.search.substring(1).split("&"); var temp = parameters[0].split("="); l = unescape(temp[1]); BjsApp.init(l); }); </script> </body> </html> Javascript /// <reference path="babylon.d.ts" /> /// <reference path="babylon.js" /> /// <reference path="babylon.gui.js" /> var BjsApp = BjsApp || {}; var livesP1 = 3; BjsApp.init = function (livesFromApp) { livesP1 = livesFromApp; //set here, but defined globally - not any more, passed in from Android App to allow player to get rewarded for watching an advert, gain extra life document.getElementById("livesLabel").innerHTML = "LIVES : " + livesP1; //Update the HTML div accordingly - I obviously do this quite a bit at the moment but this is mainly to save on having to code the graphical parts of those and prettify them. //Do your own Javascript stuff here!!!! console.log('The Aliens have landed about to go back to Android....'+ score); //Android.startRewardVideoAndroidFunction(score); Android.CallSub('start_rewardvideoandroidfunction',true,score); } I've, obviously, removed a whole load of code - but hopefully there should be enough here for anyone to follow. As I said I'm happy to help out or post questions on the B4A forum.
  6. Hello, im Nikola, aka Poison Games. I have over 40 games on google play https://play.google.com/store/apps/developer?id=Poison+Games and also i have publish few games on gamedistribution http://gamedistribution.com/games?company=danygames.com Also working with few popular websites like crazygames, y8, pacogames etc... I can make and reskin a game ( unity webgl ) for affordable price. If you are interested, please contact me, Thanks
  7. Hi, have encountered such issue, I am listening on pointer events observable: scene.onPointerObservable.add(this.onPointer); this method listens to down, up, move events: function onPointer(info: PointerInfo) { if (info.type === PointerEventTypes.POINTERMOVE) { this.handleMove(info.event); } else if (info.type === PointerEventTypes.POINTERUP) { this.handleUp(info.event); } else if (info.type === PointerEventTypes.POINTERDOWN) { this.handleDown(info.event); } } all woks well till on some android devices PointerUp is not triggered, after some investigation found out that event was canceled so PointerCancel was triggered instead of PointerUp, but after digging in the code saw that engine doesn't handle them at all. Anyone had issues with pointer events being canceled ? maybe some solutions ? As it's not trivial to add cancel event handling as on some devices both Cancel and Up is handled at the same time. Thank you for any info.
  8. Hi, guys! I develop HTML5 games and mobile games, in game engine Construct 2 and Construct 3. If you purchase any of my items - you will have full support! You can write to me at https://codecanyon.net/user/gmsdev#contact and i will answer you as soon as possible If you like my games, please rate them in ★★★★★ stars! :shocked: How To Order A Exclusive Game: You can also order a game, just email me - click on the button below We discuss the possible implementation of your game ideas on the engine Construct 2 / Construct 3 We discuss the terms and cost of work. I show demos on my server You pay for the work - we send the source You are the happy owner of a new exclusive game. About Engine: Construct 2 official manual Construct 3 official manual Games List: Games Bundles: 5 games in 1 bundle - 25% Discount 10 games in 1 bundle - 35% Discount 20 games in 1 bundle - 45% Discount 40 games in 1 bundle - 55% Discount 50 games in 1 bundle - 60% Discount
  9. Hi All I'v just tried to make a fast example of double tapping in a mobile device but none of the two methods I know worked properly: scene.onPointerObservable.add((pointerInfo) => { switch (pointerInfo.type) { case BABYLON.PointerEventTypes.POINTERDOUBLETAP: console.log("POINTER DOUBLE-TAP"); break; } }); window.addEventListener("dblclick", function () { console.log("POINTER DOUBLE-TAP B"); }); Both are working ok in PC and in the desktop version of the web in my mobile device (Google Chrome) Any idea about this? Thank you in advance!
  10. Hello everyone, I want to present you my new game, "Neon Shoot". Play the game online now: https://odiusfly.com/portfolio/neon_shoot More games available on my website: https://odiusfly.com This game is available for licensing.. If you are interested, please don’t hesitate to contact me via email: odiusfly [at] hotmail [dot] com Best regards, Kyriakos
  11. Humais Shahzad

    In or Out game

    Just released my 1st game In or Out, Its an html5 game built using Phaser v2.6.2 game engine , then i used Cordova to port my html5 game to android. you can play game here: Play In or Out
  12. Matthias Elephant

    App Store Export/ Import - of all your assets

    Hi developers, some time ago I posted two tools for localization and automatization of different AppStoreOptimization topics for android and ios. Today I would like to show a tool to EXPORT and IMPORT your app store assets from iTunes Connect or Google Play Console. The "App Store Export / Import" will allows you to export all your app store assets such as texts, URLs and images (Apple App Store only) to a local device. You can create backups, modifications or localization and re-import your data (including links, texts, titles, images, icons...) to the Apple App Store and Google Play Store. Features: Export your store texts Export your app store images Save your app data Support all store localizations Import your store texts Import your app store images Modify your data and reimport You can find further information and the tool itself for free on the following link: https://www.iwantanelephant.com/app-store-export-import/
  13. Hi All! I just wanted to introduce a game we created called Minako Vs Zombies. This is a platformer with a story line and a grand finale. If people like it, we plan to make a continuation game and progress the storyline even further. As a side note, I am an old school C++ developer and was quite resistant to HTML games... but when I was introduced to Phaser I felt like I was home! What an amazing framework this is. So much can be done in just a few lines of code. Here is the link to the Google Play store: https://play.google.com/store/apps/details?id=com.studioventdest.minakovszombies More details can be found here: http://studioventdest.ca/studioventdest/www/#/minako Web demo of the game: http://minako.studioventdest.ca/ Let us know what you think. Any constructive criticism is more than welcome. Thanks for taking the time to check it out!
  14. Hi indie developer friends You already published a game at the Google PlayStore? Then you know the pain of updating the store information in all different languages. As a start, we published a small tool for translating and creating the release notes automatically. That means: Your turn - Enter your release notes information in your favourite language Our turn - Automatically translate your release notes in up to 66 languages (languages that are recommended in the Google PlayConsole) Our turn - We will provide the "xml-like" format that is required in the Google PlayConsole Your turn - Copy the formatted result to your app in the Google PlayConsole Finished! Saved a lot of time and get a better visibility of your app in the PlayStore. We often used terms like “Bugfixes”, “Performance updates” on each release for all languages.Now you can provide your real update information (up to 500 characters per language) and hopefully get more downloads with better App Store Optimization. Just try it here: http://translate.iwantanelephant.com Here is another explaination how the Release Notes Translation Tool can help you.
  15. Hi, have issue on Samsung Galaxy 6s phone chrome browser with android 7.0 and webgl 2.0 (works good on webgl 1.0). I have spotlight above mesh and looks like intensity of it is too high, as mesh is almost white (especially if camera is looking on it down from top). Mesh have PBRMetal material, trying to debug shader code, so maybe anyone have any clues what to check first ? Thanks for any input
  16. Hi everyone, I'm just finish a simple game: QUE. Que's a lightweight game. Just tap and follow poses in your screen. Coding: HTML5/PIXIJS. Game: QUE - A simple tap style game with stick-man. Just tap and follow poses in your screen. Que's mean is stick-man in Vietnamese Screenshot: Fig1. Main menu when start Que Fig2. Playing que, just tap to change pose to stack screen pose que_s.mp4 Fig3. Video preview Platform: All platform build with pure Cordova (lightweight). I'll release all platform like: iOS, Window, Linux, Mac - Android: https://play.google.com/store/apps/details?id=xyz.pico.que -Web: https://que.abcgame.xyz or https://pico-que.firebaseapp.com/. Review: Welcome to you!
  17. Matthias Elephant

    App Translations - (AppStore/ PlayStore) management

    Hi indie and html developers 🙂, a while ago we tried to save a little bit of your time and presented our tool to translate your GOOGLE PlayStore release notes automatically. If you missed - click here (HTML5 - Release Notes - Translation Tool - Google Playstore)! Now we are in the beta test of our new services. It goes far beyond the ideas of our first tool. It enables you to automatically translate and upload all store text assets directly to the Apple App Store and Google Play Store. Description: - Localizing your store descriptions is essential for your App Store Optimization (ASO). - Translating and uploading app store assets takes a lot of time. You have to translate in over 70 languages for the Google Play Store and in over 25 languages for the Apple AppStore. - Our Elephant Translate Service supports you with this tasks and automates both, translation and uploading. - You provide your base texts, your titles, your keywords, your credentials and we translate and upload everything for you within minutes. - Our tools is easy, comes with lots of help and will guide you through the whole process. Benefits: Get more downloads from all over the world Be more visible within the main stores Optimize your app publishing process Localize titles, keywords and descriptions Change texts and keywords easily Save tons of hours If you are interested to be a beta tester just contact us here or using this link: I WANT AN ELEPHANT - TRANSLATE SERVICE Best regards I WANT AN ELEPHANT TEAM
  18. Play Cool Math

    Online Sudoku Game

    Hi I want to present new game Online Sudoku Daily mode (Every day new level) Classic mode (easy, medium, hard) Print Sudoku Facebook connect Top score for daily mode Backup (restore game if you close browser) Magic button (help) Pause Restrore progress system (if you logined, you can restore progress on other devices and browsers) Mobile Versions:
  19. Hi, noticed issue with pointer up event on onPointerObservable for some android devices, looks like sometimes pointer up is not triggered just pointerDown and pointerCancel. So `totalPointersPressed` is counting up and is not lowered. Not sure if we can fix that on babylonjs side, as my fix was to add cancel listener to window and call onPointerUp there, it works but could lead to different issues, as click is triggered without releasing finger from the screen for example. I have seen it very rarely on newer devices as well but on this android it repeats every second click. Device: Android 5.1.1, Galaxy Note 4, Stock browser (Internet) Maybe someone have some ideas what could be done there, without breaking it for rest of the devices.
  20. Hi everyone, I want to show you my first html5 game. It named Monkey Jump. Addictive, fun and curious game. This game created using phaser 2 and I built it into android application (.apk) . It already published on google play store. I don't have online testing page, but you can try and play it by downloading on googleplay. This is the link to get it: Monkey Jump. Youtube Video
  21. Hi, had issue that I needed mesh A to be in front of particles, and particles in front of mesh B but all 3 should be behind rest of scene meshes. (Tried to make PG) To achieve it I used renderGroupId but as default one is 0, I set `RenderingManager.MIN_RENDERINGGROUPS = -2` and for mesh `A.renderingGroupId = -2` and for particles `particles.renderingGroupId = -1`. Works well in all browsers but in android webview particles are in front of some meshes (transparent pbr material) and some meshes disappeared that are in front of particles (near to them). I am doing something wrong, or maybe there is better way to achieve this ? Thank you
  22. Hi, have weird issue on android webview (Note 8, Android 7.1.1) Have meshes, that are clones of 1 mesh, with different materials (PBRMetallicRoughnessMaterial). These meshes have 2 states enabled and disabled, and each state have different baseTexture. Also these meshes are set visible and hidden using isVisible. When state changes to enabled, texture is changed on material and isVisible is set to true, all works well except in android webview, where such error is thrown and mesh is transparent. If mesh visibility is not changed (all are visible all the time), there are no error. [.Offscreen-For-WebGL-0x72eb80ce00]GL ERROR :GL_INVALID_OPERATION : GetShaderiv: <- error from previous GL command [.Offscreen-For-WebGL-0x72eb80ce00]GL ERROR :GL_INVALID_OPERATION : glTexImage2D: <- error from previous GL command [.Offscreen-For-WebGL-0x72eb80ce00]GL ERROR :GL_INVALID_OPERATION : glFramebufferTexture2DMultisample: <- error from previous GL command [.Offscreen-For-WebGL-0x72eb80ce00]GL ERROR :GL_INVALID_OPERATION : glTexImage2D: <- error from previous GL command [.Offscreen-For-WebGL-0x72eb80ce00]GL ERROR :GL_INVALID_OPERATION : glFramebufferTexture2DMultisample: <- error from previous GL command [.Offscreen-For-WebGL-0x72eb80ce00]GL ERROR :GL_INVALID_OPERATION : glTexImage2D: <- error from previous GL command [.Offscreen-For-WebGL-0x72eb80ce00]GL ERROR :GL_INVALID_OPERATION : glFramebufferTexture2DMultisample: <- error from previous GL command thank you for any hint
  23. hi, found regression with alpha12 version (works well, on 10 and 11). PBR metalines materials is almost black on galaxy 8+ with webgl 1.0 PG (dont know how to force webgl 1.0 in playground) looks like light or env texture is not applied here. could be some change in these components ? Phone: Galaxy 8+ OS: Android 7.0 Browser: Chrome 67.0.3396.87 WebGl: 1.0
  24. Maybe this is an old subject but nowdays I'm trying implementation of box2d/pixijs HTML5 game to mobile. Everything was working okay until android 6+ appeard. Crosswalk was solving most problems but i had new releases and cordova 8.0 , crosswalk, android 7.0 and pixi just give poor performance. Game runs smoothly on desktop, and ok on mobile browser, but Native (cordova) runs @21 fps. Has anyone facing same problems? Is there a easy solution to replace cordova with some other framework ? How do you pack pixijs to Native ? Thanks, 3ojan
  25. Hi Everybody, I'm posting to promote my new multiplayer puzzle game. It's made in html5 , pixijs,vuejs,cordova for mobile integration and nodejs to power backend apis. you can play it online starting from the website: http://unfoldedtorus.com (where you can find detailed rules and FAQs) or on your android device: https://play.google.com/store/apps/details?id=com.torusunfolded Single player mode is made of packs of puzzles (colled tori) and provides realtime ranking for both single packs and overall results Multiplayer mode is made up of tournaments, hundreds daily, where you can play using virtual coins gained in unlocking singleplayer scenarios. here some screenshots collage: here you can see a trailer I hope to have some honest feedback thanks everybody!