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Found 8 results

  1. MackeyK24

    Need ID@xbox testers

    Hi guys, I need someone with a ID@Xbox account to test my new Toolkit Verson 3.2 ... Built-in Xbox Live Toolchain... I have tested all the parts of using the Xbox Live WinRT SDK right from your typescript or Javascript Babylon Toolkit project using creators account. if anyone out the has a full id@xbox and is willing to help finalize the Xbox Live support for the Toolkit... please contact me
  2. Nonostante Games

    ERMO - An Ethereal Puzzle Game

    Hello, I'm developing a relaxing puzzle game, featured by a pleasant aesthetics. SCREENSHOTS You can read more about ERMO on the announcement post. DOWNLOAD Actually, ERMO is in beta status, and you can download it from Google Play | Windows Store | Apple Store. WEB VERSION You can play a mini web version on the Game Page. FOLLOW US Send us any commend and advice. Help us to make a better game. Facebook | Twitter | Web
  3. I've been having some fun playing around with Xbox One HTML5 game development the last few days. Is anyone else doing this? I thought I'd share what I've experienced so far. * Setting up my retail xbox as a dev kit was not too bad. Following the online docs rather than the on-xbox prompts worked better. I already had a windows developer account. * I've signed up for the Xbox Creators Program, but that hasn't mattered so far - I think it'll only matter if (A) I want to access more xbox-specific APIs, and (B) if I want to release a game in the Xbox store. * Making a universal windows app out of an existing HTML5 project was OK - The way I like to arrange things means I have to wrestle with VS2017 a bit to keep it from thinking it is in charge of my project from now on, but actually getting the game running is straightforward. I found this to be true with Win8/Win10 html5 development as well. * With Windows app development these days, HTML5 and Javascript are first-class citizens. I can do anything I've needed to do, including all the regular HTML5 stuff I'm used to (fancy canvas stuff, gamepadAPI, etc.) as well as system-specific things like user account info. * After setting up the project, the process of launching on Xbox One was a little fiddly and flaky, but it's working well now. My game runs, displays everything correctly... * The development setup is actually pretty slick. You can point a browser at your newly enabled dev kit and get performance charts, memory usage, screen captures, etc. (It's a little inconsistent and not always functional, but when it works, it's neat). * I followed some documented instructions for turning off (in code) overscan and scaling, which was not as easy as expected (some API object names have different upper/lower case than documented), and I can run at 1920x1080. * I'm running at 60fps normally, though I found some cpu-intensive calculations slowed the system down to 10fps at one point. Everything looks smooth, though I'm suspicious of a tiny little hitch in one evaluation I did that seemed like it might be a regular garbage collection issue I used to see in some other Xbox-related work I did a while back. * I'm doing all this work in a custom engine of mine, and most of my engine is working great on the Xbox, including a ton of custom canvas stuff, audio, gamepadAPI, some server interaction with POST calls, and pretty much everything I expected to work. It's very much like an Edge-hosted web page, with some extra APIs. I'd love to compare notes with anyone else doing this! Lots more info on various pages connected to this page: https://docs.microsoft.com/en-us/windows/uwp/xbox-apps/getting-started
  4. neovive

    Xbox Live Creators Program

    Very interesting announcement from Microsoft today about opening up Xbox Live to indie games. What is required to get Phaser on the list of supported engines? https://channel9.msdn.com/coding4fun/blog/Xbox-Creators-Create
  5. Bunnies4Breakfst

    Issue with Microsoft Edge and Xbox Gamepad

    I've been experimenting with using an Xbox One controller to play my game and while it works fine in Chrome, I noticed justPressed wasn't working on Edge (Haven't tried other methods). I'm trying to run my game on my Xbox but I can usually only press one button before anymore input stops registering. As I mentioned, if I test my game on Chrome on a desktop with the controller, things work fine. I didn't notice any obvious errors in the console either.
  6. ElSanto84

    Xbox One / Edge - Enable Mouse Cursor

    Hello developers! I have a very urgent project running for a customer und target platform is Xbox One aswell. Its a website that you should be able to look on in the Xbox One's Edge Browser aswell. Now my problem: The Xbox One disables the mouse cursor on my site and show me a notification, that it (the mouse cursor) has been automatically disabled. Now I can't use my website (which is basically a big phaser driven canvas). Question: How can I reenable my mouse? Can it be done using javascript? A response would be very kind as I am out of ideas. Thank you! Chris
  7. TheGeekTechZone

    Xbox controller on phaser

    Hello everyone !!!! I got the Xbox controller to work on my game but I cant make the RT button work. Is there any way to do that?
  8. "This month a couple of services have popped up for the Xbox One and PlayStation 4 - collections of games that can be played for free, crafted with HTML5 for play inside a next-gen gaming console's web browser. Both sites are essentially the same, tending to their respective consoles with basically the same layout. Playing one site on the console opposite it results in a few broken bits and pieces, but that's what the other iteration is for. While you'll find a few advertisements stuck in amongst the rabble, each of the games we've tested thus far have worked remarkably well." Full article: http://www.slashgear.com/xboxie-and-sonyfied-bring-html5-games-to-xbox-one-and-ps4-23314263/