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About Tuan

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    Advanced Member
  • Birthday 09/02/1989

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    Ho Chi Minh city, Vietnam
  • Interests
    Internet, Movies

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  1. To me, I like games of Ravalmatic Studio so much. Their graphics are so nice. P/S I'm not affiliated with them. 😁
  2. Nice game! BTW, the post is updated after 4 years. 😂
  3. Hi, I don't have the tutorial but I've followed it and made a cloned game by it. You can check the game here: http://play.nguoianphu.com/mualan/ Source https://github.com/nguoianphu/flappy-bird-reborn
  4. What are your Phaser games? I want to try on my phone. The game size look like over 20MB.
  5. I've just tried both your Phaser games ("Zoop: Pick them all" & "Zoop: Pick them all (christmas)"). They have sound, don't they? I can't hear anything. The graphic and speed is not good on mobile. I have to admit.
  6. I've just installed the https://play.google.com/store/apps/details?id=com.opzo.game.free.zooptwins on my Samsung E5 (Android 4.4.4). I can install and open it. But it has no sound and crashes then shutdown when I try to touch the images. I sent a report via the game report.
  7. Hi @Gob0, How do you compile your games to Android? - Phonegap cloud (WebView?) - Cocoonjs with CANVAS+ Your games's size are just around 6MB. It's great!
  8. I understand yours. I made some games by Phaser and was very happy. But they can't play sound after porting to .apk by Phonegap. You can try cocoon.io (WebView+ mode), it can play sound but the file size is big (> 20MB).
  9. Hi @Gob0, Phaser plays sound well on web browser. But if you have a Phaser game and you porting it to Android by Phonegap cloud, it can't play sound. If you have any Phaser game and it has sounds, please try to port it to Android app by Phonegap and you will see. I don't use (or don't know how to use) any Cordova media plugin. Just let you know that I can make my app play sound if I add another Javascripts outside the Phaser. It works but doesn't have any value to my Phaser game. Example, adding the script into index.html. It can play sound after porting to Android app by Phonegap. <!DOCTYPE html><html><head> <title>Phaser game</title> <meta charset="UTF-8" /> <meta name="viewport" content="initial-scale=1 maximum-scale=1 user-scalable=0 minimal-ui" /> <script src="js/phaser.min244.js" type="text/javascript"></script> <script src="js/game.js" type="text/javascript"></script> <script type="text/javascript" charset="utf-8" src="cordova.js"></script> <script type="text/javascript" charset="utf-8"> document.addEventListener("deviceready", onDeviceReady, false); //This function is used to specify an absolute path of an mp3 file to be played in a project on Android. function getPath() { var str = location.pathname; var i = str.lastIndexOf('/'); return str.substring(0,i+1); } function onDeviceReady() { //window.alert("Loading PhoneGap is completed"); playAudio('assets/sound.mp3'); } var media = null; var mediaTimer = null; function playAudio(src) { media = new Media (getPath() + src , onSuccess, onError, onStatus); media.play(); if (mediaTimer == null) { mediaTimer = setInterval(function() { // Return a current playback position media.getCurrentPosition( //A Callback function if it's success function(position) { if (position > -1) { setAudioPosition((position) + " sec"); //If the playback stops at "-0.001" position, replay the audio. // if(position == -0.001){ // media.play({numberOfLoops:"infinite"}); //} } }, //A callback function in case of failure function(e) { //console.log("Error getting pos=" + e); //setAudioPosition("Error: " + e); } ); }, 1000); } } function pauseAudio() { if (media) { media.pause(); } } function stopAudio() { if (media) { media.stop(); } clearInterval(mediaTimer); mediaTimer = null; } //A success callback function displaying a success message. function onSuccess() { //console.log("playAudio():Audio Success"); } //A callback function in case of failure function onError(error) { //alert('code: ' + error.code + '\n' + // 'message: ' + error.message + '\n'); } //Set the position of audio playback function setAudioPosition(position) { document.getElementById('audio_position').innerHTML = position; } // onStatus Callback function onStatus(status) { if( status==Media.MEDIA_STOPPED ) { playAudio('assets/sound.mp3'); } } </script></head><body> <div id="game-id"></div></body></html>
  10. Hi Gob0, I don't have Apple device. I'm using Samsung phone. - I put the game to my web server and can play it by my native Android web browser (4.4.4) => my Android phone can decode the sound (.mp3). - I ported the game to Android app by Phonegap cloud build. It is played but without sound. I tried the Cocoon.io build with the Webview+ mode. The app plays well with sound. But the file size is > 21MB (while the Phonegap is 400kb). Maybe I have to edit the preload function. From game.load.audio('explosion', 'assets/audio/SoundEffects/explosion.mp3');game.load.audio('sword', 'assets/audio/SoundEffects/sword.mp3');game.load.audio('blaster', 'assets/audio/SoundEffects/blaster.mp3');To var explosion = new Media('/android_asset/www/assets/audio/SoundEffects/explosion.mp3');var sword= new Media('/android_asset/www/assets/audio/SoundEffects/sword.mp3');var blaster= new Media('/android_asset/www/assets/audio/SoundEffects/blaster.mp3');I'll update you the result. Thank you for your help!
  11. Sorry for an old topic. But I've tried to search but have no luck. This's a simple Phaser audio example. It works well on my Android web browser. However, it's muted after porting to Android app by Phonegap cloud build. Although the app can display and touch. Is there anyone can port Phaser game to Android by Phonegap Cloud Build and it can play audio? Here's my answer on SO but I think it's better to raise it here. http://stackoverflow.com/questions/33949879/phaser-html5-app-cannot-play-sound-after-porting-by-phonegap-cloud-build var game = new Phaser.Game(600, 800, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });function preload() { game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; //have the game centered horizontally game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; game.stage.backgroundColor = '#414040'; game.load.audio('explosion', 'https://raw.githubusercontent.com/nguoianphu/phaser-sound-complete-phonegap/master/www/assets/audio/SoundEffects/explosion.mp3'); game.load.audio('sword', 'https://raw.githubusercontent.com/nguoianphu/phaser-sound-complete-phonegap/master/www/assets/audio/SoundEffects/sword.mp3'); game.load.audio('blaster', 'https://raw.githubusercontent.com/nguoianphu/phaser-sound-complete-phonegap/master/www/assets/audio/SoundEffects/blaster.mp3');}var explosion;var sword;var blaster;var text;var text1;var text2;var text3;function create() { var style = { font: "65px Arial", fill: "#52bace", align: "center" }; text = game.add.text(game.world.centerX, 100, "decoding", style); text.anchor.set(0.5); explosion = game.add.audio('explosion'); sword = game.add.audio('sword'); blaster = game.add.audio('blaster'); // Being mp3 files these take time to decode, so we can't play them instantly // Using setDecodedCallback we can be notified when they're ALL ready for use. // The audio files could decode in ANY order, we can never be sure which it'll be. game.sound.setDecodedCallback([ explosion, sword, blaster ], start, this);}var keys;function start() { text.text = 'Press 1, 2 or 3'; var style = { font: "48px Arial", fill: "#cdba52", align: "center" }; text1 = game.add.text(game.world.centerX, 250, "Blaster: Stopped", style); text1.anchor.set(0.5); text2 = game.add.text(game.world.centerX, 350, "Explosion: Stopped", style); text2.anchor.set(0.5); text3 = game.add.text(game.world.centerX, 450, "Sword: Stopped", style); text3.anchor.set(0.5); explosion.onStop.add(soundStopped, this); sword.onStop.add(soundStopped, this); blaster.onStop.add(soundStopped, this); keys = game.input.keyboard.addKeys({ blaster: Phaser.Keyboard.ONE, explosion: Phaser.Keyboard.TWO, sword: Phaser.Keyboard.THREE }); keys.blaster.onDown.add(playFx, this); keys.explosion.onDown.add(playFx, this); keys.sword.onDown.add(playFx, this); // And for touch devices you can also press the top, middle or bottom of the screen game.input.onDown.add(onTouch, this);}function onTouch(pointer) { var b = game.height / 3; if (pointer.y < { playFx(keys.blaster); } else if (pointer.y > b * 2) { playFx(keys.sword); } else { playFx(keys.explosion); }}function playFx(key) { switch (key.keyCode) { case Phaser.Keyboard.ONE: text1.text = "Blaster: Playing"; blaster.play(); break; case Phaser.Keyboard.TWO: text2.text = "Explosion: Playing"; explosion.play(); break; case Phaser.Keyboard.THREE: text3.text = "Sword: Playing"; sword.play(); break; }}function soundStopped(sound) { if (sound === blaster) { text1.text = "Blaster: Complete"; } else if (sound === explosion) { text2.text = "Explosion: Complete"; } else if (sound === sword) { text3.text = "Sword: Complete"; }}
  12. Hi @mwatt, I'm a fan of Phonegap and Phaser. It helps me to create a small size app for Android and Windows phone easily. But I have a issue with the audio/sound. I can play the sound in background by native HTML5 but can't make it available with the buttons by Phaser. Could you please share us a sample Phaser project which can play sound after building by Phonegap?