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K1kk0z90

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Everything posted by K1kk0z90

  1. Hi all! Which service do you know and suggest to implement rewarded video ads for an HTML5 web (not native app) game? Thank you in advance
  2. Hi all! Today I want to share with you, fellow developers, my new HTML5 game, Forest Night Flight. Link: http://www.fedeali.eu/public/webgames/ForestNightFlight/ This is the first HTML5 game I made after few years of “break”. I switched engine, from GameMaker to Construct 3, and I have to say it revealed a good choice for this project. Forest Night Flight is an endless arcade game optimized for mobile browsers, supporting both Landscape and Portrait orientations. As a clumsy witch, fly on your broom for as long as you can, watching out for obstacles in the for
  3. Very good! The single-player modes are a great addition. Just a note: when trying to guess, playing using Safari on iPad, when the iOS keyboard pops-in after I tap on the textbox, the letters placeholders at the top get hidden. You may want to re-think the layout a bit to allow the player to keep seeing important things also while the on-screen keyboard is visible.
  4. The game is pretty, but I can’t play it in portrait mode on my iPad Pro (using Safari), since the right half of the canvas is out of the screen. I can play in landscape after manually zooming out until the canvas is completely visible. I think you should try to automatically resize the canvas to optimize the experience on mobile devices.
  5. Thank you very much for your answer @b10b ! So the scroll trick on Safari doesn't work anymore. Googling to search for an alternative, I've read some forum threads about a solution involving to put the HTML Canvas into a container which is taller than the Canvas, and to prompt the user to swipe down to go fullscreen. Do you know about it? I still have to study it (so far I only found some threads talking about it, but I may have misunderstood). It could be a solution to hide the address bar on Safari, even if it is not done automatically anymore but it involves a user interaction. Gr
  6. Hi all! I’ve been out from HTML5 game development for a while, in fact last time I worked on an HTML5 game was back in 2014 when I made a game for which I managed to sell a non-exclusive license. I’m thinking about developing a new HTML5 game in my spare time, and try selling a non-exclusive license. So… how much have common sponsors’ requirements changed for mobile-ready (i.e. playable on a phone’s web browser) HTML5 games? And how much have solutions to achieve those requirements changed? For example, I remember that games had to hide address bar on Safari on iPhone, and this c
  7. I couldn't find a generic contract. I finally ended up writing it from scratch by myself. I made 2 sections. The first one, called "Parties involved", consists of a table with full name, address, email, website, company of both me and my client, respectively called "Seller" and "Buyer". The second section, called "Terms and conditions", simply lists all the terms and conditions, such as the list of game customizations asked by the Client with their respective agreed price, and all the conditions came to my mind that I thought should be added. It was the first time I wrote a contract, and it co
  8. Hi all! I'm going to sell my first non-exclusive license. My client asked me to prepare an invoice and a contract. So I have some questions that I'd like to ask to more experienced devs like you. I found this invoice generator. In the From field, what should I write? Only my name and surname, or also my address, website URL, email address, ...? And for Client field? I've never written a contract from scratch. Do you have some advices about how to write it? Maybe an example of a "skeleton" of a contract? I have clear in mind the conditions I want to write, but I haven't a clue about how to str
  9. I tried using the Browser: Request Fullscreen action, also inside a Touch event, but it didn't work.
  10. Thank you for your answer. Infact I finally "solved" by installing r146 myself too. I think they should keep that feature, because there are still many iOS 6 devices out there.
  11. Hi all! I'm trying to hide address bar on iOS 6.1.5 in a Scirra Construct 2 project. I know this is a trivial task, and I managed to do it with GameMaker, but for some reason I can't make it work here. Here's what I'm doing: On start of layout: Browser: Execute Javascript if (!document.getElementById('space')) { var space = document.createElement('div'); space.style.height = '60px'; space.style.clear = 'both'; space.id = 'space'; document.getElementsByTagName('body')[0].appendChild(space);}Browser: Execute Javascript if (window.location.hash.indexOf('#') == -1) { setTimeout(funct
  12. Regarding my post, now it works correctly with Phaser 1.1.1!
  13. Thank you for this tutorial! I'm following it to try using Phaser. I have a problem: when I call playerBat = createBat(game.world.centerX, game.world.height - 80);in the create function, the bat is not placed at horizontal center. It seems like if it's considering the sprite anchor (0, 0). But in the createBat function I set anchor to the center: // add a bat sprite to the game and return its reference function createBat(x, y) { var bat = game.add.sprite(x, y, 'bat'); bat.anchor.setTo(0.5, 0.5); // set hotspot to the center of the image bat.body.
  14. Version 2.1 is out! It features some little adjustments, and it now works on iPod Touch 4th gen with iOS 6. Thank you all for your feedback! Unluckly performance on iPod Touch 4th gen is not that great. It's strange that performance were better with iOS 5 than with iOS 6. I will try to improve performance. Anyway the game runs greatly on iPad, Nexus 7, and on my Nokia Lumia 520 (Windows Phone 8 low-end device). IE10 is really a great browser! In a future version I'm planning to have music and sound fx, but at the moment I'm having trouble with the latter.
  15. Very, very strange. My iPad runs iOS 6.1.3. I tested it again to be sure and I can confirm that multitouch is not working for me. I can't shoot while moving the ship.
  16. Now controls are placed correctly, but multitouch doesn't work. Probably GM virtual keys don't implement multitouch for HTML5 exporter. :/ I'm afraid the only thing you can do is to submit a bug report to YoYo Games, and hope this will be solved soon.
  17. I've just tested it on my iPad, and touch controls are not placed correctly. Touching the arrows and shoot buttons doesn't do anything. Instead controls are placed in the top left area of screen. If you're using GameMaker, and you're using its virtual keys system, keep in mind that functions to define virtual keys positions are relative to GUI coordinates, and not room coordinates. Maybe try to call this function before placing virtual keys: display_set_gui_size(room_width, room_height); Let me know if this solves the problem. If you don't have an iPad to test it on, just upload a new version
  18. Hi again! After managing to have the game music play correctly on all browsers, on both desktop and mobile devices, I found another audio problem: how to play sound effects? Not only GameMaker audio system does not play music on mobile browsers, but also normal sound effects (I thought that they were treated differently, but it seems that both music and sound fx assets are treated the same way by GameMaker). So, I have learned that on mobile browsers the HTML5 audio tag doesn't support autoplay, but the sound must be started inside a touch event. Anyway I see that Premium games on marketjs
  19. Very nice! The only problem is that it doesn't support multitouch. AFAIK (correct me if I'm wrong) some mobile browsers like Safari do support it, so it would be great if you support it in this game.
  20. I've just tested it on Lumia 520 and it works fast and fluid.
  21. Sure! If you have two music files called "mymusic.mp3" and "mymusic.ogg", call this: html5_play_music("mymusic"); Because on mobile devices music must be started within a touch event, this function automatically delegates the work of starting the music to a "touchend" event handler. So you should call this function inside a "Left mouse pressed" event in GameMaker, for example for the play button object in your title screen. So when the touch starts (GM "Left button pressed" event) the "touchend" event listener is added, so when the user leave their finger from screen, music is started. As a r
  22. I've tried it on: -iPad 3rd gen -Nokia Lumia 520 (Windows Phone 8 low-end device) On both devices the game runs very well. Attention to one thing: if you touch the pause button it takes you to title screen, instead of pausing the game! Nice game!
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