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  1. I have found the reason for the iOS6 rotation bug, the fix is fortunately very easy. In current index.html that is generated by Bitfive, there is a line: <meta name='viewport' content='initial-scale=1.0, maximum-scale=1.0, user-scalable=0, width=device-width, height=device-height' />It should be changed to: <meta name='viewport' content='initial-scale=1.0, maximum-scale=1.0, user-scalable=0, width=device-width' />And it starts working properly. Cheers
  2. Yes alpha seems to be working in your game. I tried colortransform.alphaMultiplier too, but it didn't work. Probably my error, will try again. One problem with BitmapData.draw is that it doesn't seem to support source rectangle clipping in HTML5, so it's useless for spritesheets/fonts. I can't test for the bug since I don't have any iOS6 device at the moment (the bug seems to be specific for that). On other devices rotation works OK.
  3. I used succecsfully Bitfive for our games too! Big thanks to YellowAfterLife! The issue I have is that something weird happens only on iOS6 when rotating device (see http://www.html5gamedevs.com/topic/1727-lolipop-crush-please-help-with-testing/?p=11869 - Lolipop Crush is our first game HTML5 game and it uses Bitfive). (the link has since moved to http://silvertowerstudio.com/lolipopcrush/index.html if you want to try it). I only use 1 canvas in the html and render everything on a single BitmapData. I never render black (and it's not the html background color either), so I'm guessing something weird happens in the browser. Let me know if you have the same problems. I will try to debug it and report the fix if I'm successful. On a different matter, you guys were discussing alpha (render sprite with 50% transparency for instance) - were you able to use it on mobile targets? I can't seem to get it to work with BitmapData.draw and ColorFilter (works in flash target, but not HTML5). Is this even possible at the moment? Cheers
  4. Why did you chose HTML5 for the game of this scope? Maybe native Android/IOS would be more suitable (much more performance, higher resolution, reliable audio)? Perhaps because of current limitations HTML5 can't handle large-scale games - you'll especially have problems with rendering if you want anything fancy.
  5. Nice game, worked perfectly on Xperia Z. The game is very hard; when the UFOs come I almost immediately die and don't get past score 3. Good luck!
  6. Nice game! Physics are perfect and keep you hooked. Graphics are OK, I like the net animation. Maybe there could be a penalty for spamming balls quickly (like decreasing timer by 2-3 seconds for every ball thrown). Also, it would be more intuitive to press on the ball and drag to the opposite vector of the throw (like in many archer games).
  7. I've successfully used the bitfive backend, it works great! So the best way (to maximize performance), is to only have 1 Bitmap attached to stage, and render everything on the associated BitmapData? Are you guys following this strictly? What about text, do you display it using TextField? If so, is it move efficient to add the TextField to stage, or draw it onto BitmapData? Thanks!
  8. I'm very interested in this, but I'm having trouble using it. I've added it into haxelib. Are you compiling using NME, or haxe directly? I try to do 'nme build openfl-bitfive', but I get 'unknown target' error. What do I need to add to project.nmml or game.hxproj? On related note, what disadvantages (except performance) did you notice in OpenFL HTML5 backend - especially on mobile devices? Thanks!