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Everything posted by Phempt

  1. @enpu you're right but more than 90% of iOS7 users, didn't update yet due to missing jailbreak. And the main feature of jailbreak is piracy
  2. Oh, there's also an other thing that I forgot to say. My first game had terrible performance on Phonegap, I re-wrote my code, and than, performance increased, obtaining 58-60fps. My error was to use a lot of "for" cycles, so the code optimization did the trick.
  3. Give a look at WKWebView fix on future iOS. This will be the trick for your html5 developments with Phonegap. at the moment the major bug for me is the appstore review time
  4. I also use Phonegap for my iOS app. Performance, at the moment, are good and there are a lot of plugins that could be useful. For example I use: - Game Center - iAd - Splash Screen - Social Sharing There's a development branch of CORDOVA that uses the WKWebView, but at the moment iOS 8 is a little buggy and WKWebView can't load local files. We hope that on iOS 8.2 they will fix this issue. The only performance issue that I've with my phonegap build is when iAd spawn the adv. I can drop 10fps (from 58-60 to 48-50). I also lose some FPS due to code obfuscation, but I think it's normal. I also tried CocoonJS but with a lot of problems. Edit: I don't use the WebGL property because it causes some problem with the multitasking feature. (during the resume, the app reload itself - so the multitasking doesn't work as expected)
  5. @Stephan when the player touch the right enemy an emitter spawn stars, so it's possible that the final count of emitter spawned is huge. @enpu: that's great! I can add this: emitter.onComplete(function() {this.remove();});to solve my problems ^^
  6. Hello guys, I noticed that creating a lot of emitter, the FPS counter is decreased from 59 to 30. Is there a way to remove each emitter after the animation? Something like "onComplete" for animation. Thank you =)
  7. In my humble opinion, adsense is the best network with good revenue. On wrapped games I'll try iAd for iOS and admob for Android
  8. Use:"");instead of "window.location.href=..." use "console.log" or "alert()" to debug it and check if touch is detected
  9. ehm I've just seen, that you declared the button variable with "moreBut", but the touch function use: backBut try with: moreBut.touchstart = = function() { window.location.href = ""; }
  10. Change this: = function() { window.location.href = ""; }with: backBut.touchstart = = function() { window.location.href = ""; }
  11. Hello guys, I've a text : var textScore = scoreRetrival.toString();textScorePrinted = new game.BitmapText(textScore, {font: "font-game"});textScorePrinted.position.x = yourScore.position.x;textScorePrinted.position.y = yourScore.position.y + textScorePrinted.height;this.stage.addChild(textScorePrinted);If I try to set the anchor with the related function, it doesn't work: textScorePrinted.anchor.set(0.5,0.5);is it possible to set the anchor to Text elements?
  12. Thank you! That's really useful !
  13. is it possible to check the current track? for example: if( == "intro") .....Thank you! Edit: I tried with, but returns a variable ID that can change between scenes/every starts play.
  14. Wow, I was about to ask the same question! Thank you!
  15. Are you sure that your webserver has the write permission?
  16. this is really usefull to learn! Thank you!
  17. hello enpu, is there a simple way to add a small platform that the player could cross with a jump from bottom to top (but during the fall down stop the player and works like the ground allowing the player to run/walk on it)?
  18. @totor on my iPhone 5 with iOS 8.1 is playable. Consider that is a 1920x1080, in order to increase the performance (on devices with a smaller resolution) you can reduce all sizes obtaining 60fps. @enpu nice artworks, can I ask you if you used sites such as Envato or if you also a designer?
  19. it works with the dev-branch! Thank you!
  20. is the project that I sent to you yesterday the only differences are: 1) In config.js I added: hires: 2,2) in font@2x.fnt I changed "font.png" to "font@2x.png".
  21. Yeah! That was the problem, I tried to check the .fnt files, and I saw that the @2x version load "font.png" instead of "font@2x.png". <pages> <page id="0" file="font@2x.png"/> </pages>The game starts, but the resized canvas (from 320x480 to 640x960) doesn't load the @2x textures. Panda.js 1.9.0Pixi.js 2.0.0Canvas renderer 640x960