Biggerplay Posted January 31, 2014 Share Posted January 31, 2014 Can someone give me some guidelines on what's the best way to go with those options? especially in regards to performance on mobile and what games portals would want? Link to comment Share on other sites More sharing options...
Alvin Posted January 31, 2014 Share Posted January 31, 2014 Here is a big tutorial which should answer your questions, as I reckon you'll have the same ones regarding legacy audio and WebAudio http://gamedevelopment.tutsplus.com/articles/how-to-learn-the-phaser-html5-game-engine--gamedev-13643 Link to comment Share on other sites More sharing options...
Biggerplay Posted January 31, 2014 Author Share Posted January 31, 2014 Here is a big tutorial which should answer your questions, as I reckon you'll have the same ones regarding legacy audio and WebAudio http://gamedevelopment.tutsplus.com/articles/how-to-learn-the-phaser-html5-game-engine--gamedev-13643Thanks, the main reason I ask though is more to do with the position sponsors are taking, i'e SpilGames not wanting WebGL. Link to comment Share on other sites More sharing options...
rich Posted January 31, 2014 Share Posted January 31, 2014 Mostly you can just set it to AUTO and not worry about it, even for sponsors. What I'm sure Spil mean is that they won't license WebGL only games, because there are so few mobile devices that can run them - it's just not worth it for them. However if your game is going to run across desktop and mobile, there is no reason at all why you shouldn't support WebGL there if available. So long as it falls back to canvas with no impact on the game itself I reckon they would be cool with that. Biggerplay 1 Link to comment Share on other sites More sharing options...
Vaughan Posted January 31, 2014 Share Posted January 31, 2014 Note: If you want to use the debug features, you need to use CANVAS mode. Link to comment Share on other sites More sharing options...
phamedev Posted September 19, 2017 Share Posted September 19, 2017 On 1/31/2014 at 11:07 PM, rich said: Mostly you can just set it to AUTO and not worry about it, even for sponsors. What I'm sure Spil mean is that they won't license WebGL only games, because there are so few mobile devices that can run them - it's just not worth it for them. However if your game is going to run across desktop and mobile, there is no reason at all why you shouldn't support WebGL there if available. So long as it falls back to canvas with no impact on the game itself I reckon they would be cool with that. Can you please give examples of cases when it should not be set to AUTO? I'm currently working on a game and when I set it to AUTO the fps is 3-8 on iOS (iPhone 6) but with CANVAS it jumps to 59! CalvinW 1 Link to comment Share on other sites More sharing options...
Recommended Posts