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Found 336 results

  1. DA QUIZ Android: https://play.google.com/store/apps/details?id=com.donrifgames.daquiz iOS: https://itunes.apple.com/us/app/da-quiz/id1178665864 Hey everybody! I just released "Da Quiz" on the App Store & Google Play, it's a trivia / quiz word game with up to 900 questions to answer! There are 6 categories (Sports, Cinema, Music, Video Games, History and Geography) and I intend to make updates to add questions and categories frequently! It was made in Construct 2 and exported using the Phonegap build! Construct 2 is a very powerful tool and looks like Construct 3 will be a lot better! I hope you'll give it a shot and your feedback is highly appreciated! Thanks again and Quiz on!
  2. HTML5 GAMES SUPER BUNDLE №1 (CAPX) – a suite of 50 beautiful games, with excellent graphics and great sounds! All 50 games in bundle, all the sources included, HTML5 projects, Construct 2 projects, graphics, sounds and much more! Super price – 65% OFF!!! PC controls: Keyboard, Mouse. Touch Control works on all browsers and all mobile devices! Made in Construct 2. Enjoy the games! You can see what's included and download this #MEGA bundle at:
  3. -= Hero vs Square =- One of my old little game, kind a variation of classic Stick Hero series Pretty good performance on all browsers Built by Construct2 & Inkscape PLAY ONLINE HTML5: http://hero-vs-square.bitballoon.com Play Market: https://play.google.com/store/apps/details?id=com.SeventhReactor.HerovsSquare
  4. Hey there! Catacomb Chaos is an endless action arcade game where you try to survive against unrelenting waves of skeletons. You can loot gold and purchase potions for your next life. Let me know what you think! Play here: https://sambrosia.gitlab.io/catacomb-chaos/ I learned some neat stuff making this. Engine design, ECS, and steering behaviors are some of the cooler things I experimented with for the making of this game.
  5. Hi, I know this should not be BabylonJS issue, just intend to aware people that Lenovo Phab 2 Pro may have canvas rendering issue. I am using chome to open the webpage, while firefox and opera had no problem displaying the 3D scene. below are screenshots of webpage with webgl content: The Sponza Demo: www.babylonjs.com/demos/sponza/ The Espilit Demo: https://www.babylonjs.com/demos/espilit/ The Instances Demo: https://www.babylonjs.com/demos/instances/ And all ThreeJS projects I had viewed so far have this issue too: Lasertown: http://oletus.github.io/lasertown/ The Aviator: https://tympanus.net/Tutorials/TheAviator/ It looks like the major area of the canvas is covered, and leaving only a small rectangle area at the left bottom corner to be viewable, I am able to apply user input beyond the viewable rectangle area to navigate the scene(for example the Espilit demo). I had file an bug report to chrome and intend to file another one to lenovo as well.
  6. Hello, We are developing an HTML game using the Phaser framework with Javascript. We have run into some issues regarding the mobile usability for Safari on iPhones. At certain times the player's address bar appears, when this happens the game is moved down. Since the game is moved down, we lose access to part of the game. That leads me to our two questions: 1) How can we detect a swipe motion and then use that motion to hide the address bar? 2) How can we detect that the player address bar is open in the the first place?
  7. Hi, have someone noticed drop in render quality in 3.0 version especially in mobile? I have model exported from unity and it is sharp in 2.5 but in 3.0 on mobile safari it look like it would be optimised by default or upscaled from very small size.
  8. Hello. I'm trying to port for Android a game I made with Phaser , I'm using NativeScript but I have some issues. chromium: [INFO:CONSOLE(11)] "%c %c %c Phaser CE v2.7.5 | Pixi.js | Canvas | WebAudio %c %c %c http://phaser.io %c♥%c♥%c♥", source: file:///data/data/org.nativescript.blackHoleGamePort/files/app/blackHoleGame/lib/phaser.min.js (11) chromium: [INFO:CONSOLE(21)] "Phaser.Loader - json[textProperties]: error loading asset from URL http://localhost/blackHoleGame/src/assets/textProperties.json?1494444486513", source: file:///data/data/org.nativescript.blackHoleGamePort/files/app/blackHoleGame/lib/phaser.min.js (21) chromium: [INFO:CONSOLE(21)] "Phaser.Loader - image[hole]: error loading asset from URL http://localhost/blackHoleGame/src/assets/hole.png", source: file:///data/data/org.nativescript.blackHoleGamePort/files/app/blackHoleGame/lib/phaser.min.js (21) chromium: [INFO:CONSOLE(16)] "Uncaught TypeError: undefined is not a function", source: file:///data/data/org.nativescript.blackHoleGamePort/files/app/blackHoleGame/lib/phaser.min.js (16) Trying to fix this I commented both the JSON file and png image but cannot get rid of the last error. I comment this because is the original problem. I quite new on this so I'm looking for help
  9. Hello, Islands of Tribes is a turn-based single-player and online multiplayer strategy game inspired by my favorite turn-based strategy game, Advance Wars, and a really cool RTS game, Tribal Trouble. The game is under active development, and new features will be added in updates. Main features: - Single player campaign - Custom games versus AI - Online multiplayer - Different tribes to select from with special abilities - Map editor - Buy new units from shop with gold you get by playing Free to play! Download for Android: https://play.google.com/store/apps/details?id=fi.matias.stoneage
  10. I have been testing my game on mobile using the chrome remote debugging for Android. With auto/WebGL I was around 48 frames a second. With Canvas close to 59 FPS. Preceived heat was lower as well. One annoying thing is a strange flicker, most notiable on text and buttons. See Gif for example, quality is kinda low, ignore that. Any idea how this could be fixed? It doesn't happen in WebGL
  11. 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
  12. Hi all, I've just released a new game to the world and wanted to post it here for feedback and criticism. It's called Higher or Lower, a card game where you guess if the next card in the deck will be higher or lower than the card currently on screen. I've incorporated quite a few cardbacks that the player can select to help increase time spent in the game and the artwork was created by my girlfriend. I think the art style makes the game stand out from other higher or lower card games, certainly from the ones on Google Play. Additionally, I've added sort of a status smiley face to show how well you are doing in the game, the more you get wrong the more the face requires medical attention, it's a similar idea to the Ouch Face in Doom. The game will work on both desktop and mobile devices. It's been tested in various Android devices (Nexus 6, Galaxy S2, Nexus 7) and iOS devices (iPhones 6s, iPhones 5s) and I've not noticed any errors or anything. So please enable audio (which is OFF by default), play the game and let me know how you get on! P.S. if you win or lose, click/tap on the big face for an audible...surprise
  13. Loon Ride, the epic loon game, has received major updates on all platforms! Collect loons, shoot cacti, and soar through endless mode. This game was made using Phaser. Read more about the game here: https://loonride.com/about/loonride Play the game in your browser here: https://loonride.com/games/loonride Get the game on Google Play here: https://play.google.com/store/apps/details?id=com.loonride Promo video:
  14. My new game is Crazy Eggs! It's a shuffle items game for the holidays, but can be used as a template for other themes as well (Xmas, Halloween, summer, any holiday or occasion) https://codecanyon.net/item/-crazy-eggs-shuffle-items-game/19667757 Play it live here: https://netgfx.com/trunk/games/crazyeggs/
  15. I invite you all guys to submit your webgl games on www.MekArtStudio.com it's easy and fast you just have to register then you'll find an option for adding your games. the website is new and fresh and that's why you'll have more chance to get your game noticed. Submit your game now
  16. Hi everyone, I have a game for the mobile version of chrome, and the startFullScreen stop working since Chrome was updated to the 56 version. Is there a work around for that issue?
  17. My game is lagging when moving the camera in mobile devices, I don't really know how to fix it without changing in tilemap... my game here: https://github.com/CharlesCraft50/Brawler You can see the tilemap in the assets folder and the code of the tilemap is in the js/functions.js Thanks in advanced
  18. The fps of the game is very low in mobile, but in my pc is 54-60 fps, I don't know why, I am using intel XDK and here is my game code: https://github.com/CharlesCraft50/Brawler
  19. A mobile only game(Chrome only), and the second that I made so far (mostly it's just me experimenting stuff xD ). It uses javascript api to detect motion and move a ball through a maze. The maze is re-generated on every run. I use p2js for physics and on the devices that I tried out works pretty well. https://play.google.com/store/apps/details?id=com.cadsotic.aMazeBallfree
  20. Hello everyone! My new game called "Arena Fu" is RELEASED! Check it on #android https://goo.gl/hKluMI , #ios https://goo.gl/WF66Hm and #Win10 https://goo.gl/fSbnkf !
  21. Tested my project on android device and found that my application don't react on any touches. Started to debug and found that function written in this way never fires: sprite.click = function(e) { console.log("click!!"); } So I have to work it correctly to dublicate it in this manner: sprite.click = function(e) { console.log("click!!"); } sprite.on('touchend', function(e) { console.log("touch!!"); }); So I wonder is there any way to avoid code dublication?
  22. Hello. I'm from tiny indie studio and today I'll show you our new project. Quady is a puzzle-game in minimalistic style. You take control under few squares at same time and the main task is to merge them together. Use walls or arrows but beware of spikes. More than 40 levels with various obstacles. Game running on html5, made with Phaser. Game available on Play Market for free https://play.google.com/store/apps/details?id=cc.dreamlike.quady All feedback welcome ^__^ Watch trailer:
  23. I know this will pretty vague but "What the Deal With Mobile And BabylonJS". 1... Is mobile in web browser 'performant' enough now to get good play fps 2... Has anyone use the newer IOS WKWebView to package a BJS game and get good fps When i first started playing with BabylonJS a few months ago, using just raw javascript (before i made the toolkit)... I put a few basic boxes and cube and simple rotation with some 1 or two lights... I was getting horrible frame rate (15-18 fps) with just a few static items when i ran on I'm old iPad 2 Air. I searched around the internet and found things like CocoonJS that was supposed to provide and IOS/Android 'native' WebGL emulation layer (or something like that). There file thing was that the state of webgl on IOS and Android devices very poor and required some kinda of native port. So i just forgot about mobile platform and concentrated on the toolkit. But today after talking to @MrVR who is making mobile type VR projects (and gets fair frame rate some of his scenes ... around 30+ fps I think) i decided to re-visit that how mobile thing and just for shits and giggles pointed my IPAD 2 AIR and iPhone 7 at: Test Shooter Scene just to see what frame rate i would get on my test space shooter scene... Keep in mind i am doing all kind of COMPLEX model prefab instantiation for the waves of asteroids... got particles system, physics collisions and movement, detail meshes, collision meshes, tracking dynamic mesh intersections, playing background audio, shot audio, explosion audio in particle system explosion controller start function... All kinda stuff... PLEASE CHECK OUT http://mackey.cloud/games/space/ on your mobile device and tell me what kind of frame rate you get (I having a problem with hand.js on that version so you can't move the ship... but just let it sit there and see the ship and its particle system before it get hit... then just let the waves of asteroids come down the screen and monitor frame rate). Because i am getting a VERY GOOD fps in just the mobile browser (have not checked out in WKWebView yet)... I mean like 56-60 fps (once initial FOS drown when starting scene...down to about 45ps at FIRST FRAME scene show) with all that stuff mentioned above going... How can that be... A few months ago i could get a simple static game to yield good FPS... But now with my toolkit produced game (which ALOT more stuff and apis packed in there) is getting so good fps... or am i tripping Has there been some kind of update (either with IOS WEBGL support or the new BabylonJS 2.6 updates like webgl 2.0 and vertex array object) that explains this... or is my one scene just a fluke and every body get much lower fps... PLEASE... Help a brotha out yo and check out the link on your mobile
  24. Hi guys, i'm starting with phaser and i'm reading a couple of tutorials. I create an app with one of these tutorials and I'm using Intel XDK to test on my smartphone. I'd like to ask you, what I need to use at the script to recognize the touchscreen to walk. On web I can use the keyboard (up down left right) to walk. If you can link me any tutorial that helps with this, or a link from a question on this forum too, i'll be thanks. Thank you.