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  1. I built One Eye of Farfa on Android without having any issue.
  2. Hi ! The problem is your score variable is not a global. The score variable in "create" function is different from the score variable in the "collectStar" function. I don't think (Actually, I am sure it is not the case) the actual score will be passed to collectStar function. Just do: function collectStar (star) { And make your score variable global by declaring it outside the functions (after game declaration for example) var game = new Phaser.Game(window.innerWidth, window.innerHeight, Phaser.AUTO, '', { preload: preload, create: create, update: update }); var score = 0;
  3. Thanks for playing this infinite scroller, time killer, addictive game. For now, available on Android only. Needs feedback on every aspect of the game: gameplay, graphics, music... Special questions: * Do you find an addictive potential in the game ? Screenshots: Attached On Google Play: One Eye of Farfa Thanks in advance for your feedback !
  4. Storing integers and numbers is not (widely ?) supported. Always convert your numbers to strings before storing and back to numbers when reading from localStorage.
  5. I would also have a question about onUp firing if you move out the cursor/finger out of the button/sprite (but still inside the canvas). Should I also check if the pointer coordinates are stille inside button bounds ?
  6. Hello ! Here's another game made with Phaser. Very simple, yet could become quickly addictive.
  7. It is not very clear what the JSON file contains. Is it a texture atlas (exported from Texture packer ?) ? Is it a custom JSON file ? What I undertood from your case, is that the JSON is rather custom (with your own properties). So I think, the only way for you is to let Phaser load and parse the json file, and write your own code to "interpret" data in your JSON.
  8. I am trying to scale my game like this: this.scale.scaleMode = Phaser.ScaleManager.EXACT_FIT; this.scale.pageAlignHorizontally = true; this.scale.pageAlignVertically = true; this.scale.forceOrientation(false, true); this.scale.updateLayout(true); this.scale.refresh(); My understanding of EXACT_FIT is that it stretches the game so it will fill the entire screen and (much probably) does not keep proportions. So, there is no chance that the game height will be larger than the screen height. When I try my game in the Intel XDK emulators, scaling works as expected in all the devices suggested in the emulator. But when I try to install the apk on my phone, or I try to debug (with Intel XDK) on my phone the game scales on width but keeps its original height which exceeds my screen height (this.scale.height has the same value as this.game.height).