Search the Community

Showing results for tags 'cordova'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Coding and Game Design
  • Frameworks
    • Phaser
    • Pixi.js
    • Babylon.js
    • Panda.js
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Found 70 results

  1. 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?
  2. 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
  3. 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
  4. 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.
  5. 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
  6. 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.
  7. 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.
  8. Hi everyone, I need to save an image from the game to the device. I'm using Phaser CE and I build it for mobile using Cordova. I tried using this plugin https://github.com/aaccurso/canvas-image-saver It works on web desktop and web mobile but it is not working on the cordova build for Android. How can I solve this?
  9. Cliclock

    Goal Cliclock challenges your sense of time by having you click 10 times at 1 second intervals. While clicking, you get feedback on how off the target you are. Positive values mean you were too slow, negative mean you were too fast. You can change the number of times to click, as well as the interval. In the options menu, you can even set the measurement as beats per minute. How accurate are you? Links Web: https://cliclock.netlify.com/ Google Play: https://play.google.com/store/apps/details?id=com.cliclock.free Note: The game is available on Google Play, but it is an HTML5 game! It simply has a Cordova version.
  10. Hello guys, So, I'm trying to implement the Google Play Services inside my game for the players challenge their friends with leaderboards scores and achievements. As I'm using Cordova, I have two ways: plugins or javascript libs. The first one is really old and limited, besides it not work well. And in the other hand we have the JS library of Google Web (REST) that you can find here https://developers.google.com/api-client-library/javascript/start/start-js and here https://developers.google.com/games/services/web/clientsetup. So, I'd tested both and the second is more interesting and complete than the first one. However, I can't load the OAuth2 to start using the REST calls and complete my game logic. Reading about this, I discovered that the webview don't save cookies, and when I have not set the parameter cookie_policy to "none" I get this error: And, when I set cookie_policy to "none", I have this error: I already have setup the lib in index.html <!-- google play games service api --> <script src="https://apis.google.com/js/client.js"></script> And in my MainMenu state, I'm doing the SignIn tests using this code: // google play sign in if (gapi) { console.log('GAPI is loaded'); gapi.client.setApiKey('<api_key>'); gapi.load('client:auth2', function () { gapi.auth2.init({ client_id: '<client_id>', cookie_policy: 'none', scope: 'https://www.googleapis.com/auth/games' }).then(function () { console.log('auth2 success'); }); }); } else { console.error('GAPI is not loaded'); } I would like to know if anyone knows about how to implement GPGS using Cordova?! I'd like to understand what I'm doing wrong! Any help will be great! Thank you!
  11. Hi All, This is my first game using PhaserJS ,packed using cordova. Math Mind – is a mathematical game in which you have to solve a lot of interesting numerical problems within the given time duration, test your Math Mind on various numerical operations and, if necessary, to develop this skill.Game Features: - Three Game Modes- Find the Operator - in this math game mode you have to find the correct operator which will make the given number from the other two numbers.;- Find the Number - in this math game mode you have to find the missing number which will make the given number provided a number and an operator.;- Geek Mode - This level is for Geek Math Mind Peoples as it has three types of questions randomly appearing.;This Math Game makes the math fun.Its free to download. IOS version coming soonplease download and rate us it will help me in looking into more game development. Play Store Link : https://play.google.com/store/apps/details?id=com.DP.MathMind
  12. Hello Everyone! I'm so glad to present multiplatform game, which is playable through Android smartphones/tablets and Facebook. Technology stack: Apache Cordova, Cocoon, HTML5 Audio, Local Storage, Phaser. Integrations: Sharing, inviting friends, Admob, In-app purchases - for both versions, Android and Facebook. Link to game post: https://doyban.com/cashninja/ Direct link to Google Play: https://play.google.com/store/apps/details?id=com.doyban.cashninja Direct link to Facebook: https://apps.facebook.com/cash-ninja/ Looking for feedback, positive and negative, especially for bugs Ahh, didn't want to spam here with images, screenshots are visible through the first link to game post, HTTPS secure connection. Thanks!
  13. I'm building a web app that allows the user to build a mobile app from their creations. I'm looking for a cloud service that allows me to send a zip file (or something like that), build the app and return a ID to me. With this ID I could access some app properties and download the generated file, like AWS S3 API does. I search in google and don't find nothing like that. Please could someone help me with that? Detail 1: This don't need to use cordova. I just put it in the title because I don't know how to call this thing that I'm looking for. Detail 2: I found the Phonegap build API, but phonegap only allows 25 private apps in the paid plan. Thanks for all, Cheers
  14. phaser cordova media

    Hi guys I've created a game using Phaser, and built it with Phonegap for android. Now it works kinda well on most devices, but it looks like older devices make no sounds. I managed to get that Phaser is using Audio tags, that have quite a problematic support on older devices (such as Galaxy S3). I got that most suggest to just work with Cordova media plugin. I think I have the needed talent to either edit Phaser, or find a way to create a plugin, that will utilize Cordova media plugin, whenever it's available. However, I really don't want to do any work that was already done. If any of you know of a similar plugin, that allows the usage of the cordova media plugin, within phaser - it'll be very much appriciated. Thanks in advance Yair
  15. Phaser/Cordova - All audio cuts off

    Whenever the iPhone has any audio playing (such as music), it cuts out as soon as the app is opened, however my app doesn't have sound functionality (yet). Here is my index.html file: http://pastebin.com/1tkHgxuq Here is my main.js file: http://pastebin.com/mtZDxRaD Has anybody seen this issue before? I've been looking for several days for an answer, both in my code and online but no luck.
  16. phaser-cordova publish issue

    hi, I've created a small game in phaser and used it as a learning experience for developing a game from start to finish, including publishing to google play. The game can be seen here: http://codactive.com/work/html5/phaser/quicknum/ I've used Intel XDK + cordova to build an app for android, then downloaded the apk files and published to google play (currently as alpha release): https://play.google.com/store/apps/details?id=com.codactive.clickdontblink Apparently, there are 2 apk files (that were created by cordova for different devices), but here's the weird thing: I'm using Samsung Galaxy s3. I used it to go to Google Play to find the game, download & install. running the game I noticed that I have no sound at all. When skipping the store and installing the apk straight from my computer, it worked just fine... can any of you try to get the app from Google Play and install it to see if you experience the same problem? anyone had this before and can tell me the reason for this? Thanks! Assaf.
  17. I WANT AN ELEPHANT: Fallin (free)

    Hi, we have recently released Fallin for Android and iPhone/iPad. Please have a look, we are happy about any feedback Fallin for iPhone and iPad: App Store Fallin for Android devices: Play Store You can also follow us at: FACEBOOK TWITTER or visit our website: http://www.iwantanelephant.com/
  18. I using Phaser-ce 2.7.3 and Cordova 6.4.0 My code import 'pixi' import 'p2' import Phaser from 'phaser' import BootState from './states/Boot' import MenuState from './states/Menu' import GameState from './states/Game' import WinState from './states/Win' class Game extends Phaser.Game { constructor () { const width = window.innerWidth const height = window.innerHeight super(width, height, Phaser.CANVAS, 'content', null) this.state.add('Boot', BootState, false) this.state.add('Menu', MenuState, false) this.state.add('Game', GameState, false) this.state.add('Win', WinState, false) this.state.start('Boot') } } window.game = new Game() Cordova config.xml <?xml version='1.0' encoding='utf-8'?> <widget id="com.example.kids" version="1.0.0" xmlns="http://www.w3.org/ns/widgets" xmlns:cdv="http://cordova.apache.org/ns/1.0"> <name>Kids</name> <author email="dev@cordova.apache.org" href="http://cordova.io"> Apache Cordova Team </author> <content src="index.html" /> <preference name="Fullscreen" value="true" /> <platform name="ios"> <allow-intent href="itms:*" /> <allow-intent href="itms-apps:*" /> </platform> </widget> Webpack config var path = require('path') var webpack = require('webpack') // Phaser webpack config var phaserModule = path.join(__dirname, '/node_modules/phaser-ce/') var phaser = path.join(phaserModule, 'build/custom/phaser-split.js') var pixi = path.join(phaserModule, 'build/custom/pixi.js') var p2 = path.join(phaserModule, 'build/custom/p2.js') var definePlugin = new webpack.DefinePlugin({ __DEV__: JSON.stringify(JSON.parse(process.env.BUILD_DEV || 'false')) }) module.exports = { entry: { app: [ 'babel-polyfill', path.resolve(__dirname, 'src/main.js') ], vendor: ['pixi', 'p2', 'phaser', 'webfontloader'] }, output: { path: path.resolve(__dirname, 'dist'), publicPath: './dist/', filename: 'bundle.js' }, plugins: [ definePlugin, new webpack.IgnorePlugin(/^\.\/locale$/, /moment$/), new webpack.optimize.UglifyJsPlugin({ drop_console: true, minimize: true, output: { comments: false } }), new webpack.optimize.CommonsChunkPlugin({ name: 'vendor'/* chunkName= */, filename: 'vendor.bundle.js'/* filename= */}), ], module: { rules: [ { test: /\.js$/, use: ['babel-loader'], include: path.join(__dirname, 'src') }, { test: /pixi\.js/, use: ['expose-loader?PIXI'] }, { test: /phaser-split\.js$/, use: ['expose-loader?Phaser'] }, { test: /p2\.js/, use: ['expose-loader?p2'] } ] }, node: { fs: 'empty', net: 'empty', tls: 'empty' }, resolve: { alias: { 'phaser': phaser, 'pixi': pixi, 'p2': p2 } } } And instade of full size screen get black line in buttom
  19. Intel XDK Lag

    I'm facing some kind of issues, when the player moving or in the air or falling in the air, the game will lag in mobile (not on desktop) Code: if(cursors.left) { player.body.velocity.x = -200; if(player.facing != 'left') { player.scale.x = 1; player.animations.play('walk'); player.facing = 'left'; } } else if(cursors.right) { player.body.velocity.x = 200; if(player.facing != 'right') { player.scale.x = -1; player.animations.play('walk'); player.facing = 'right'; } } else { player.body.velocity.x = 0; if(player.facing != 'idle') { player.animations.stop(); if(player.facing == 'left') { if(player.holding != 'nothing' && player.holding != 'powerUp_2x') { player.scale.x = 1; player.animations.stop(); player.frame = 10; } else { //Jump animation: if(this.jumping == true) { player.frame = 13; player.scale.x = 1; //break; } else { //Player idle left player.scale.x = 1; player.animations.stop(null, true); //break; } } } else { if(player.holding != 'nothing' && player.holding != 'powerUp_2x') { player.scale.x = -1; player.animations.stop(); player.frame = 10; } else { //Jump animation: if(this.jumping == true) { player.frame = 13; player.scale.x = -1; //break; } else { //Player idle left player.scale.x = -1; player.animations.stop(null, true); //break; } } } player.facing = player.facing; } } if(player.body.onFloor()) { this.jumps = 0; this.jumping = false; } if(cursors.up && this.jumps < 5) { player.body.velocity.y = -1000; this.jumps++; this.jumping = true; } if(cursors.down) { if(player.facing == 'left') { player.scale.x = 1; } else { player.scale.x = -1; } player.frame = 4; player.body.velocity.x = 0; }
  20. Hey guys, This is my first game for android made with p5js, cordova and angular js. https://play.google.com/store/apps/details?id=com.blissfullapps.blissgame Simple addictive accelerometer based game with a single mechanic. Subtle changes as you go make things interesting, keeps you on your toes, questions your ability, makes you think about how tiny changes increase the difficulty and how practice removes that difficulty very soon. Good soothing background music. The game play video is here One bug that I have in this game is, the background music keeps playing unless the game is exited or stopped in the background if the user exits by pressing home button. Any suggestion how to fix that issue? I have tried with javascript events and a bit of android native code changes but it didn't work. Designed and developed the whole thing myself. Any feedback will be appreciated and please share
  21. Cordova Crosswalk with Phaser

    Hello everyone, I read lots of articles about android being terrible in decoding audio. But I don't understand. I run my phaser game on android in browser it work perfect with sound and music and it work perfect when its wrapped with Cordova only. The problem is when I integrate crosswalk in it, no sounds are playing at all and when I order the loading screen to wait till decode just a 1 second long sound file (mp3, 44100) it doesn't continue, just stuck there. I tried cordova-media-plugin and still nothing is working. I am using the latest crosswalk and latest cordova. Any help plz,
  22. I am doing some comparing of mobile application options. Thought maybe someone might mention if I am way off in the wrong direction (usually when I start these threads it is more of a conversation with myself ). As it relates to using either of the deviceorientation cameras in BJS, the environment must support the 2, orientationchange & deviceorientation, window events. I cannot seem to get any direct search hits for "WKWebView deviceorientation". WKWebView is the iOS class where your html5 is embedded. I am seeing crosswalk directly supports W3C DeviceOrientation Events, so Android looks good. I am wondering if using this plugin could be done? It's callback is just navigator.compass.getCurrentHeading, that can be done on a specified frequency. It does not look like I could sub-class babylon.freecamera.input.deviceorientation.ts, but thinking it could be replicated. Cameras like babylon.deviceOrientationCamera.ts could definitely be sub-classed by changing one line in the constructor, though. Is this completely insane, because of "..."?
  23. Dungeon Slog - roguelite action rpg

    I've just release my new game one the play store! The game is Dungeon Slog. It's an action/arcade rpg with roguelike elements. In it you need to fight your way through a randomly generated dungeon of monsters, levelling up, buying items and choosing which member of your party is best suited to the current challenge. It was programmed in vanilla javascript using Phaser as the game engine. I used l10n for the localisation (even though I have yet to actually localise it into another language) and Apache Cordova to package it as an app. I used the Oryx tileset with additional icons bought from Gamedev market. The music is by Eric Taylors, sound effects by Kenney Feedback, questions, bugs or suggestions more than welcome. Gameplay trailer: Screenshots:
  24. I need to have a single code for web and mobile client. I wrote something lie this: var renderer; var stage; window.onload = function() { var w = screen.width; var h = screen.height; stage = new PIXI.Container(); renderer = PIXI.autoDetectRenderer(w, h); document.body.appendChild(renderer.view); } In my desktop (FullHD screen) w = 1536, h = 864, window.devicePixelRatio = 1.25, but it work correctly. In my android device (HD screen) w = 360, h = 640, window.devicePixelRatio = 2. As seen stage has half the size of the actual screen size (720x1280), but stage children has real and correct size(for example image 60x60 realy has 60 pixels). In result my stage content does not fit on the screen. How to fix it? I need to scale all stage children into ratio? For example: stageChild.scale.x = stageChild.scale.y = 1 / window.devicePixelRatio ? Sorry for my English:-)
  25. Hello. I use cordova to pack my phaser game to a mobile app, which looks like as following in my android phone: To make my game full screen in mobile phones, I want to hide both top status bar and bottom control bar. Is it possible? How can I make this? Thanks for any replies