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Found 88 results

  1. Is it possible to make Firebase working on apps compiled by Cocoon? Followed https://firebase.google.com/docs/auth/web/cordova tutorial, tested on the device with error that cordova-plugin-inappbrowser is not installed. Tried to many plugins, all of those which are available throughout “Plugins” in Cocoon’s developer account. Really it seems to be there is actually NO plugin, which can handle Firebase for Cordova, really?! Some of them had issues during complication, some of them after - including cordova-plugin-inappbrowser. Errors after compilation with error “cordova-plugin-inappbrowser is not installed”: @d2d/cordova-plugin-inappbrowser @types/cordova-plugin-inappbrowser cordova-plugin-inappbrowser-progressed cordova-plugin-inappbrowser-custom cordova-plugin-auth-dialog cordova-inappbrowser appgn.plugin.custominappbrowser appgn.plugin.customappbrowserbeta2 archriss-cordova-inappbrowser-ios archriss-cordova-inappbrowser-android Errors during compilation: com.brainfall.cordova-plugin-inappbrowser custom-inapp-browser-plugin cordova-plugin-sscinappbrowser cordova-plugin-inappbrowser-wkwebview cordova-plugin-inappbrowser-popup-bridge cordova-plugin-inappbrowser-orcas cordova-plugin-inappbrowser-notification cordova-plugin-inappbrowser-location-editable cordova-plugin-inappbrowser-engage-irishferries cordova-plugin-inappbrowser-engage-if cordova-plugin-inappbrowser-engage cordova-plugin-inappbrowser-bypassssl cordova-plugin-inappbrowser-adv cordova-plugin-ete-inappbrowser cordova-fork-inappbrowser-allow-all cordova-customplugin-inappbrowser com.taxiapps.cordova-plugin-inappbrowser com.shoety.cordova.plugin.inappbrowserxwalk com.dt-workshop.inappcrossbrowser
  2. Tymski

    Cordova + Pixi = ♥?

    Hello everyone. It was probably a year since I posted anything. Good to be back here. I had a looong break with hardcore html5 game development. Can you suggest a good way to start a cordova + pixi project for android? Can you recommend any tuts and share some of your experiences with developing mobile apps with pixi I look forward to reading about your experiences!
  3. Hi there: I have a BJS development in production that works great in all platform but iOS-Cordova app. In this last configuration the sound doesn't work at all, dumping the following error message: Any clues on this? Thanks for your time.
  4. paleRider

    PBR on iOS

    Hi there: I'm trying to have done a cross-platform development these days. After some problems here and there I have my development running OK on: desktop - windows - web - ff desktop - windows - web - chrome desktop - macosx - web - safari mobile - android - web - chrome mobile - android - hybrid app (cordova) mobile - iOS - web - safari Sadly it doesn't work as presumed on the last platform I'm targeting, of course: mobile - iOS - hybrid app (cordova). Under this last scenario a have several "hard" issues: my PBR materials are completely invisible; and some of my Standard materials (textures on planes) are shown all black. The other Standard material I am using (particle textures) are shown OK. Any help or advice with this? Thanks for your time.
  5. Thomas Hunter II

    Cobalt Dungeon

    Hey there! I recently released a mobile game called Cobalt Dungeon. This game is based on Phaser 2 and uses a fullscreen canvas and basically only touches the DOM during initialization. The application itself is wrapped in Cordova 8 and runs on iPhone and Android. It's currently available for both platforms in their respective stores: Cobalt Dungeon for iOS on the App Store Cobalt Dungeon for Android on the Play Store The game took me four months to create, from start to finish. I had created games before using HTML5 / canvas, and had released one before on the app stores (I later open-sourced it as Mobile Game Skeleton, if you're curious), so the process was familiar. This game is very Indie, like most of the games on this forum, with me being the only dedicated contributor. I made the music and sound effects, sourced /remixed existing graphics, etc. One thing that might make this game a little special is that 99% of the development was done on Linux, almost entirely using open source tools, though I do have a Macbook Air I use solely for iOS builds and I did use FL Studio for music. I'd like to talk a bit about the process I went through, hopefully someone else will find it useful as well! I have been producing a series of game development videos recently and will make a high-level one soon based on this post! I also have a blog with hundreds of development posts, if you are into the whole reading thing. Development Workflow Almost all of the day-to-day game development, e.g. the actual core gameplay of moving around the dungeon and attacking enemies and picking up items, is designed and debugged using the responsive view of the web debugger in Google Chrome. Personally I prefer Firefox for web browsing but there's no beating Chrome when it comes to dev tooling. This tool is great because once you tell it to pretend to be a particular device (e.g. an Android Nexus 5x or an iPhone 6s) it'll do everything from setting the user-agent to reconfiguring the pointer to send touch events. Being able to interact, alter game state, and read console messages in real time is a total must. Very little on-device development happened for the first three months (mostly occasional performance testing). Of course, testing locally is fine for a while, but you definitely do need to test on a real device. My daily driver is a Nexus 5x which is a little over 2 years old. I used this device for most of my testing. I figure the average phone is about as powerful as this one so I would constantly make sure the game ran at 60 FPS on this device. My other test device is an iPhone 5. This phone is like 5 years old, so it's mostly safe to say that any game that'll run on this phone will run on any modern iOS device. (One caveat is the new iPhone X notch, which I still need to fix. Resolution differences are also important to consider) You may find weird edge cases which only present themselves when your game runs on a physical device. A common example is related to touch inputs. When debugging these issues you can actually use a Chrome feature called Remote Debugging, which will allow you to use Chrome installed on your computer to interact with Chrome on your Android device (I'm not sure if such a feature exists with iOS Safari, but I didn't need such a feature). Normally Chrome will even show duplicate the view of the phone on your computer screen but it doesn't seem to work with Canvas. Artwork/Aesthetics The game uses 16x16 tiles and a palette of 24 colors. If you find yourself making a pixel art game, you must pick a palette and adhere to it! I found that having such a restriction really helped with creativity, as well as getting an overall cohesive feel. The basic terrain is based on free artwork I found on OpenGameArt.org. That website is amazing for getting assets and I highly recommend you check it out (here's a bunch of music I contributed if you're into that). The players / enemies are based on another art pack which I purchased a license for (around $30 at the time, I think). I would then touch up this artwork to get everything following the same palette. I would also have to stitch the graphics together to build spritesheets and get animations going. Any time I would create new artwork I then do my best to fir the same art style. For example, the first boss Shroomzilla I put togehter. It uses the same color palette, though the visual style is definitely more complex than the simpler graphics used throughout the rest of the game. The graphics for the Ice, Moss, and Fire worlds are altered from the base terrain, but still follow the same palette. The main menu graphic of a stairway going into the dungeon is also something I had to draw based on googled reference material (also with the same palette). The graphics I use do use 1x1 pixels in their source PNG files, despite being rendered on device as some arbitrary pixel size, e.g. 6x7. I do the stretching by dynamically scaling the viewport when the game first loads (I'll make a video explaining this process at some point). This is cool because it's impossible for me to address a sub pixel. You'll see this issue in a lot of pixel-art games where there's partial pixel overlap. Rendering on Android is done with Web GL, and on iOS with software. This was necessary to get the viewport scaling to work, prevent blurry pixels on iOS, and prevent slow performance. E.g., scaling the viewport when rendering Web GL on iOS is very slow and blurry and slow, and works perfectly on Android. Music/Sound Effects The audio was all custom made for this game, both the sound effects (SFX) and the background music (BGM), though the process for making both is very different. SFX: The Sound Effects were mostly made using the wonderful as3sfxr tool. This tool, despite being super old and written in Flash, is one of the best (if not the best) tools for making 8-bit (-esque?) sound effects. The workflow I use is to first figure out what part of the game needs a sound effect, then click the category which sounds most similar, and then start randomizing the sound until it sounds similar to what I'm looking for. If a randomization goes in the wrong direction then undo and try again. Once a sound is pretty I then modify individual parameters until it sounds correct. Once it's done I generate a WAV file and load it into FL Studio. The goal with FL Studio is to create a single MP3 file with all the sound effects, e.g. the first at 0 seconds, the next at 3 seconds, etc. Once this is done I specify the sound locations using JSON. Unfortunately I kept having issues with Phaser's audio library so I chose to use a library called Howler to play the audio. The code for using Howler looks something like this: const TIME = 2999; const SFX = { damage: [0, TIME], explode: [3000, TIME], door: [6000, TIME], wait: [9000, TIME], upgrade: [12000, TIME], }; const sfx = new Howl({ src: './audio/sfx.mp3', sprite: SFX, autoplay: false, volume: 1.0, onload: finishPhaserPreloading }); sfx.play('damage'); BGM: The music was entirely composed using FL Studio (overview video, some notes on how I made the music). One of my goals was for the game to feel familiar to the generation of 8-bit / 16-bit gamers. However, making actual 8-bit / chiptune music was not a requirement by any means. So what I chose to do was keep every song simple; most have only 2 or 3 instruments. With the exception of percussion/drums, the music is entirely synthesized. Whenever possible I would use simple waveforms and simple filters (e.g. for the ice levels the lead is a sine-wave with a touch of delay and reverb). Sometimes I would use more complex instruments, like the string instruments in the main menu / fire levels. With the exception of the main menu music, each song follows the same structure, which you can download as an FLP file here. The tempo does change which is why the songs are of different lengths. Overall I like the way the music turned out. I frequently listen to it while commuting. There's a few things that annoy me, like the bridge in the ice music or the repetitiveness of the moss/jungle music, but overall it's not too bad. The music is the largest part of the application, consuming about 18MB of the overall ~24MB binary. Since most people are listening to it via crummy mobile phone speakers I've compressed the audio at 96kbps in the game (higher bitrates are available for download on my Patreon). Libraries / Code As I mentioned, this game is built using Phaser 2 (I might upgrade to Phaser 3 soon, now that the children/group feature is being added), as well as the Howler library. Code is written in mostly ES2015 syntax. I use Browserify to combine my code, traversing import/export statements. Once browserify is done I then pipe the output through Google Closure Compiler to get a single JavaScript file without any comments or whitespace, and being minified as much as possible (e.g. dead code paths are removed). I don't, however, run any of the libraries through closure compiler. So in my final HTML file I'm loading four libraries: phaser.js, howler.js, cordova.js, and my games bundle.js. Many people seem to enjoy many weeks configuring webpack and getting bleeding-edge versions of the language transpiling but I try to avoid that as much as possible. The game is wrapped in Cordova 8. This requires a whole bunch of JDK and Java build tooling be installed, as well as Xcode on my Macbook. Configuring all that tooling is a nightmare! I also make use of the following four Cordova plugins: <plugin name="cordova-plugin-vibration" spec="^3.0.1" /> <plugin name="cordova-plugin-media" spec="^5.0.2" /> <plugin name="cordova-plugin-admobpro" spec="^2.31.1" /> Vibration is required to get vibration working on iOS (it's not required for Android, it just works out of the box). The media plugin is interesting. At first I would play all the music using Howler. This means the browser itself load the audio into memory. Unfortunately I found that the browser is incapable of destroying the music, even when the appropriate methods are called to unload the audio! Using the Cordova media plugin is necessary if you want to be able to play more than a few songs and not have a mobile browser segfault without a stacktrace in sight. The admobpro plugin is used display ads in the game. Unfortunately the author skims a few percent of your proceeds off the top unless you buy a license. I'm also trying to use an IAP module but am currently having compatibility issues with that and Cordova 8. Now that the game has released I'll try to get the plugin working as I'd like to offer players the ability to give me $2 and to have ads disabled (ads also hurt performance). I do load two JavaScript libraries installed via NPM into the compiled bundle.js by way of Browserify. These are two libraries I also made and open-sourced. Neither has any dependencies so that the output bundle is as straight-forward as possible. The first one is roguelike. This library has a ton of features! All the level and room generation is done using this library. I also use it for a lot of math / random / dice roll calculations as well. The second library is autotile. I use it for taking a 2D array of booleans (representing if the ground is a floor or a hole) and converting it into a format to represent the actual spritesheet offsets. This is very handy so that you don't need to perform the calculations yourself. This allows me to represent a floor using a simple array of booleans instead of tightly coupling it with spritesheet offsets. Tools As I mentioned, I use FL Studio to do the audio work. I bought the Producer version for $200 and have been really happy with it. Since I'm running on Linux that means I need to wrap it in Wine. This experience is a little iffy, e.g. if I attempt to scroll anywhere in the UI the app completely freaks out. Other than that it's been a pretty solid experience, especially since my songs only have a few instruments. For most music, however, this won't be true. The more instruments and effects running, the higher the CPU cost. Running FL Studio directly on Windows will be much more efficient than with Wine and Linux. There are of course free alternatives, especially native Linux tools, but I had used it years ago and was comfortable with it. All coding was done using VIM. Once you get used to those keybindings you'll be trapped using this editor forever. While most of the rooms are procedurally generated, I did want to create a bunch by hand. For example, all of the tutorials and challenges are done by hand. For those I used a tool called Tiled. (At first I hand-generated JSON. This would never scale and prevented creativity). Tiled allows me to edit a visual map, with different layers, using the actual spritesheets used in my game. Tiled will output an XML file format which can even be imported into Phaser! However, passing around a file format representing rooms which is so tightly coupled to the graphics is not a route I wanted to take. So I wrote a converter tool to convert the XML files created by Tiled into a very simple JSON representation which contains only exactly what I need to represent a level. As an example, enemies can be represented as an array of objects with an X/Y coordinate, an Enemy ID, and their Phase. The Tiled representation would contain lookup information for the enemies coordinate in the spritesheet, the layer then graphic is on, and wouldn't have the metadata I need. Here's a video of my Tiled workflow if you'd like a better idea of how I make rooms. For creating the Bitmap font format used by Phaser I used a tool called BM Font. This allows me to take a TTF font and create the XML/PNG files needed for rendering on the web. The process for doing this can be super complex so I even made a video on font conversion for Phaser. Graphic editing was done using GIMP, a free image editing app originally made for Linux but is available for all platforms. Coming from a Photoshop background it can take a while to get used to the keyboard shortcuts and the weird choices GIMP made (e.g. layers have different dimensions, what's up with that?!) I created a palette using the 24 game colors and that really helped my efficiency. I also tweaked the UI to be in single window mode (ala Photoshop) and also reconfigured the tools (mostly disabling anti-aliasing, enabling a 16x16 grid). Once you dig through the menus it's possible to save the tool configuration permanently, which really helps with efficiency. Hardware I did the drawing of the main menu graphic using an old Wacom Tablet bamboo, it's older but probably cost $100. The music was made using an Akai MPK Mini (two octave MIDI controller), also for $100. Neither of these tools were required to produce this game, but they sure make it a fun process. All development was done using a Lenovo Thinkpad Carbon X1 5th generation, by far the best laptop I've ever owned! Worth the $1600 price tag. Live Ops Once a game is live you don't want to have to release a new version of the app for every little update. This is when having a CMS is really helpful. I built a Node-based CMS specifically for game development called Grille. My workflow for this is that I edit a Google Sheet, change values (for example enemy attributes, shop costs, game text, etc). Once I'm satisfied with the result I use Grille to generate a JSON file which I can upload to a CDN. Of course, it's useful to know what in the game actually needs changing! For example, do most players get to level 7 and then stop playing because they get killed by a Mage and get frustrated? For that I use a service called Mixpanel. Throughout the codebase I make analytic calls with useful data. For example, when a player dies, goes to a new floor, buys a shop item, views and ad, etc. I can then use the Mixpanel UI to view a "funnel" of users as they progress through the game. [Attached is a screenshot from Mixpanel showing the level progression funnel] Monetization I make money with ads thanks to Admob. There are two types of ads; the first one is an ad shown when the player switches between rooms. This ad is displayed at most once every five minutes. The second ad is an ad the player can choose to view. When the player dies they can choose to view an ad to respawn in the room they died in. Otherwise they can choose to respawn at an older save point. Let me know if you have any other questions about the development process, or if you'd like me to produce a video explaining any of these topics. Thanks!
  6. This is my first Phaser game. I have used Phaser with Cordova to build it for Android. Find the link to Playstore below: https://play.google.com/store/apps/details?id=com.kep.ninjarun.NinjaRun Can share some code if anyone needs some help with their game development.
  7. I'm having a problem getting a game exported to iOS with Cordova to display correctly on iPhone X. The exported game always shows up like this with the game pushed off to the left of the screen. Screenshot This is a blank Construct 3 project, no code added, it displays correctly on all iOS devices except iPhone X, I have tried adding the correct size launchimages in xcode, tried using storyboards, made sure all the constraints are set up correctly, I have viewport-fit=cover set in the meta tag. Has anyone had any luck with Cordova projects on iPhone X yet? Any advice would be appreciated, thanks.
  8. I am currently creating a puzzle game app using Phaser and Cordova (crosswalk) but I am having some trouble with the meta viewport tags. Testing the game on my android phone with cordova, no matter what I set my meta viewport tag, the game is always extremely zoomed in on one small area of the canvas. However the reason I think this is a viewport problem, is that on chrome, when I set the meta viewport to this: <meta name="viewport" content="user-scalable=no, initial-scale=1, maximum-scale=1, minimum-scale=1, width=device-width"> I get the exact same problem as in cordova, however when I don't set it at all, or set it to something like this: <meta name="viewport" content="user-scalable=no, width=3000"> The game runs perfectly fine! How can I fix this so that the canvas and cordova viewport will both work? Details: Phaser version 2.6.2 Phone model - Samsung Galaxy S7 P.S. Apologies if this is more of a Cordova problem I was not sure. A final thing I did with Cordova (if anyone has any experience with it) is set this in the config: <preference name="EnableViewportScale" value="true" /> Still no luck...
  9. Hi All, I have been creating a mobile game using phaser and packaging it using cordova. I need a good video ad plugin for my game. Tried ADMOB, there was a Huge FPS drop while pre-loading the video ad. (https://github.com/floatinghotpot/cordova-admob-pro) Kindly Suggest me a Good One
  10. GregDev

    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!
  11. It would be nice to have Panda 2 editor to be able to export to Cordova, Ejecta or similar frameworks.
  12. Hi folks! Wow it has been a long journey until here, but we are close to the release on the appstore, and also on toucharcade: http://toucharcade.com/2017/11/20/deckbuilding-game-vempire-brings-vampiric-hapsburgs-to-mobile-november-27/ We do not have a special video for mobile (the game itself is not different anyway!), but this release video: https://www.youtube.com/watch?v=iT34P3poWFo&t=28s More content is available here: http://vempiregame.com/ http://store.steampowered.com/app/619230/VEmpire__The_Kings_of_Darkness/ https://twitter.com/WLueger http://www.indiedb.com/games/vempire-epic-deck-building-game Thanks for all your support guys! SOME Screenshots: [IPHONE] [IPAD]
  13. Armand

    Sparkchess

    Hi, I ported my game from Flash/AIR to HTML5. It's SparkChess, a chess game with single-player and multiplayer capabilities. The game is written in Typescript. I chose it because it was more similar to Actionscript and because I wanted to keep my sanity (for large projects Javascript is a pain). The AI engine is written by me, it's fast and strong enough for most players. It uses web workers. The multiplayer part uses websockets, with Union Platform (wonderful Java multiplayer server with Javascript client, too bad it doesn't seem to be actively developed). There's a free version online and we also have a Premium version with extra features, such as the rotatable 3D board that uses Three.js. I also created desktop versions for Win & Mac using Electron (previously NWjs but Electron seems to have more & better tools) and also for mobile using Cordova.
  14. PlayPx

    Garo Android App

    Garo is an addictive free indie game for Android devices. Garo is Make with Phaser Framework and Build with Cordova for Android Devices. The Game is Released and Published for free over Google PlayStore -> https://play.google.com/store/apps/details?id=io.playpx.garo or over http://playpx.net/garo Try to collect as many coins as possible in 3 minutes. They have to pay attention to different points in order not to lose the game. Fog, airplanes and the time are only a few points that await you as a challenge. You need skill for the game and strong nerves! Feedback?
  15. Vadinci

    [Android] Panelore

    Hi! After a few months of off and on work I just released Panelore on the Google Play Store. Panelore is heavily based on NES classic Panel De Pon (aka. Puzzle League or Tetris Attack). For those unfamiliar with the original, Panelore is a match-3 style game. Blocks can be moved horizontally only on a free basis (not one swap per match). New blocks continously appear from the bottom at a constantly increasing speed, and if any block reaches the top it's game over. It's a highscore chaser sort of deal You can find the game here: https://play.google.com/store/apps/details?id=net.vadinci.panelore The game is build on Lucky Kat's HTML5 framework 'Bento' and then wrapped in Cordova with some added plugins. It's open source, but not particularly aimed for usage beyond the studio at the moment. I used it primarly because I worked for Lucky Kat for a bit (I'm doing a gap-year/pre-career break sort of thing at the moment ) and got used to it. Still, it's a neat little HTML5 framework suited for both Mobile and Web development. I hope you guys will give it a try and I'm happy to answer any questions!
  16. Toraito

    Maze generator

    Hello, ok here's my request, I am trying to create a minigame like in "The legend of zelda: phantom hourglass" multiplayer game https://youtu.be/rwNNHZlyuGU?t=1m45s one of the difference with this gameplay is that it will be a multidevice mobile version, another difference is that the level will be randomly generated. I have found a maze generator here: https://codepen.io/GabbeV/pen/viAec therefor i have a few questions: -how could i use this to create multiple paths like showed on this picture? https://i.stack.imgur.com/EYBEV.png -Am i able to export a phaser game to an android app with cordova? -Is is possible to put a hitbox on the randomly generated walls on the canvas and if so how? Thanks for reading this post and hopefully i'll find a solution thanks to you
  17. Hey guys, Has anyone had any luck packaging up a Babylon scene inside a Cordova app? The problem I'm having is apparently path related: I get the error message "Error status: 0 - Unable to load..". Everything works fine on the webserver though.
  18. udia

    Phaser/Cordova/Webpack(ES6)

    I created a quickstart application that I hope would be useful to some of you. It is a Phaser 2.8.8 quick start application that incorporates Webpack (ES6), and Cordova. It supports iOS and Android out of the box, along with all default Phaser supported web browsers. https://github.com/udia-software/phaser-cordova-es6 The code is on Github and is licensed under Apache V2. Enjoy!
  19. Rune Kode

    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?
  20. Beyb26

    Admob Integration Help

    Hello guys. I just need help regarding on implementing ads on my Phaser game, I am using CocoonJS compiler to compile my game and it seems that my process didn't work and I just rely on some examples from github and didn't work also. Hope you can help me with this. Thanks. I will upload my code here for checking. Phaser-Ads.rar
  21. Bruno58

    Admob phonegap

    I NEEED HELP PLEASE.. I just finished a phaser game and Im trying to implement admob to my app. Its been so hard nothing work idk what to do anymore, ive seen all the tutorials that ive found I seen this all of them https://github.com/floatinghotpot/cordova-admob-pro I still cant get them to work please help help help. I'll attach my html please someone help me step by step i need to monetize my apps. thank you index.html
  22. o0Corps0o

    Jigsaw Palace

    We have recently developed a simplistic puzzle game, Jigsaw Palace using Phaser engine. With the power of Phonegap/Cordova we've put together an Android version, which is available to download on Google Play. https://play.google.com/store/apps/details?id=net.arcticarcade.jigsawpalacefree&hl=en_GB We created a free version which used Revmob advertisements, but also created a paid for version, which comes without the ads. It would be much appreciated if you could help out by downloading the game and giving it a play, and if you like it, maybe leave a rating (we're not expecting 5 stars, just an honest review). Thanks again for your time, and hopefully you will have some fun playing.
  23. 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
  24. Hello everyone ! I made a memory game called Click&Match using Phaser.io . It is a cordova based html5 app developed using Intel XDK. This is my very first game. You can download it on Play Store here https://play.google.com/store/apps/details?id=com.MightyRobot.ClickAndMatch Please be sure to rate and review if you do download.
  25. 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.