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  1. Thanks! Actually no reason at all, other than that I'm already familiar with Cordova since before. I just picked one . Next time, I'll probably try out cocoonjs. Migrating the project to use Crosswalk was easy, the step by step guide on is pretty straight forward. Figuring out that the rendering mode for Phaser.Game shouldn't be set to 'webgl' took me a while though. Performance-wise I don't really know to be honest - I have quite a limited array of devices to test on. On a Samsung S3 it's stuttering a tiny bit, but definitely still playable. On an S4 it's completely smooth. None of my beta testers reported any stuttering, so I decided to stick with it.
  2. Hi! I just published my first game, Hopsop, on Google Play: Hopsop is an endless runner type game. It's easy to learn but difficult to master. Control Hopsop by tapping and dragging to aim, then release your finger to perform a jump. Pick as much tree fruit as you can while you climb upwards. If you pick enough, you will unlock new playable characters. Be fast, and be precise – because if you fall you will have to start all over again. It's built in HTML5/javascript using the Phaser framework and packaged with Cordova/Crosswalk. I wouldn't have been able to make it without this forum, where i've been lurking a lot Here's a gameplay video: And here are some screen shots: Any suggestions, found bugs or other comments, please feel free below! Carl-Johan
  3. Thank you, that was it! Also it seems the rendering mode needs to be set to Phaser.AUTO and not Phaser.WEBGL for it to work.
  4. Hi! I'm trying to put my Phaser game in a Crosswalk/Cordova Android wrapper. I've been following the steps described:, and been using the versions mentioned there (Cordova 3.5, Crosswalk 7.36). I've also tried the newest versions of both. When running the app in the Android emulator, I end up with a black screen and this error in the console: Uncaught Error: This browser does not support webGL. Try using the canvas renderer[object Object] That's when I set the rendering mode explicitly to webGL. When using Phaser.AUTO, canvas mode gets enabled. navigator.userAgent in the console returns: "Mozilla/5.0 (Linux; Android 4.4.2; sdk Build/KK) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/36.0.1985.125 Mobile Crosswalk/ Mobile Safari/537.36" So it seems Crosswalk is indeed being used. I'm using Phaser 2.1.1. I tried using 'deviceready' as my entry point for initiating the game, but it doesn't seem to make much difference. Any ideas anyone? Best regards Carl-Johan