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Found 22 results

  1. Hi I just built a game with Phaser3 (3.10.1) and wrapped with cordova crosswalk (2.4.0), the screen keeps blinking while running on some Android devices. It works pretty well on most devices and even without any issue in the browser instead of cordova from same device. Anyone has similar experience?
  2. With some hacks from these two links: http://stackoverflow.com/questions/21406781/how-can-i-bring-up-the-keyboard-on-mobile-devices-to-catch-the-input-for-drawing?lq=1 I managed to open the keyboard on my android device. However the keystrokes i do are not sent to the Phaser game i.e my Phaser text field is not filled with data. <input id="hiddenInput" type="text" name="hiddenInput" style="position:absolute; left:-1px; top: -1px; width:1px; height:1px; opacity:0;"/> <script> $(document).ready( function() { $("#hiddenInput").focus(); }); </script> I am using Intel XDK and I upgraded my project to use cordova plugins. I installed ionic-plugin-keyboard but it behaves similar, i.e show/hide the keyboard but the input is not detected by Phaser. What do I miss to do or what do i do wrong? Any suggestions?
  3. Hello, I have encountered a problem with iOS, which I haven't been able to address so far and I was wondering, if someone maybe has an idea of what could be going on. I have a cordova-crosswalk Sudoku puzzle game which runs great on a large variety of Android devices, including Samsung Galaxy S2 and Note 1. Apart from bringing groups to top, there is nothing else in the update as the entire game logic revolves around input signals. To my knowledge, the game is decently optimized, given how well it performs on the aforementioned 6-year old devices. The problem comes with iOS. I have tested the iOS build on two different iPads running iOS 9 and an iPhone 6s. They all share sluggish performance. Load times are great, and so are tweened animations, thus FPS is fine. However, a fairly simple request by the user to redraw all cells on the board takes like half a second, effectively freezing the application for the duration of redrawing. The game's renderer is set to WebGL for iOS and Canvas for Android. I've also tried Canvas for iOS, but some textures are missing and the performance is equally sluggish. I have advancedTiming disabled. I've also tried disabling anti-aliasing and lowering the game's resolution, but to no real effect. A colleague of mine suggested the root of the problem could be the WebView used for the project, but I am using WKWebView, so that shouldn't be the issue. One thing I could think of is maybe the large amount of bitmapdatas being created and destroyed, as well as the many sprite.loadTexture calls. However, if that was the case, wouldn't that impact performance on Androdi as well, or am I missing something. Any help would be appreciated! Thanks in advance! Edit: I just tested the app in web. I opened it simultaneously in Safari and Chrome on the same Mac and I performed the same action in exact the same game conditions. Whereas on Chrome in WebGL the operation takes visibly no time to complete (about 50ms, which is almost unnoticeable by the user), on Safari, again in WebGL, it takes about 200-250ms, which is much more visible.
  4. Hello everyone, I read lots of articles about android being terrible in decoding audio. But I don't understand. I run my phaser game on android in browser it work perfect with sound and music and it work perfect when its wrapped with Cordova only. The problem is when I integrate crosswalk in it, no sounds are playing at all and when I order the loading screen to wait till decode just a 1 second long sound file (mp3, 44100) it doesn't continue, just stuck there. I tried cordova-media-plugin and still nothing is working. I am using the latest crosswalk and latest cordova. Any help plz,
  5. Hi All, I have uploaded my new puzzle game Neighbor Numbers to Google Play Store. I developed the game using Phaser Framework and wrapped into android app using Crosswalk. It is a unique puzzle game. All numbered blocks need to have neighbors as many as its neighbor count. The number on a block represents its neighbor count. The neighbor blocks should be up, down, left or right to the block, not diagonal. You must connect all block using this neighbor rule. Google Play Link: https://play.google.com/store/apps/details?id=com.mussky.neighbornumbers I hope you will like it.
  6. Visual Studio provides a nice environment for developing cross-platform apps. To do so you need to first install the Apache Cordova plug-in. Once that's installed you can develop and debug your Babylon.js app using the Ripple Emulator which uses the latest Google Chrome). The problem occurs when you want to deploy to an actual device, like an Android tablet or phone. If you're running anything less than Android Lollipop (< V5.0), your Babylon.js app won't work because it runs in a webview and older webviews to do not support WebGL. The solution is to add CrossWalk to your Visual Studio project. In Visual Studio 15.0, the path is: Project > config.xml > Plugins > Core > Crosswalk Webview Engine (click the add button). This didn't appear to work until I did a Rebuild All. After that, it deployed just fine. FYI
  7. Hello, I'm trying to make a game with Cordova. My game works perfectly on my Chrome Browser with a WAMP, but there's no server running in my app cordova. Two solutions : -How can I implement a server in cordova to run my game ? or -How can I run my game without a server ? Any ideas ?
  8. Hey guys! I wanted to show of our latest game to you. It's (yet another) penalty shooter with the current European Championship as it's theme. The game is fully made with Phaser, and we used Intel XDK / Crosswalk to make the Android App, never have thought It would be so easy! Like I said, it's a penalty shooter, you pick your team, progress trough the map of France and try to be the European Champion while beating 7 of your opponents to a pulp. And now for some shameless self promotion: In order to make this game (an any other HTML5 game at Orange Games) we decided to opensource a lot of the plugins we use in our games. For this game we used the following plugin to make it a success: Phaser spine All The players are animated in spine by our awesome artists! Phaser ads Simple wrapper we use for Adsense/DFP for web ads, and HeyZap for our in-app ads Phaser cachebuster For our games we use rolling releases to update any issue fixes as quickly as we can, browser cache really is a **** to work with for games like this, so we use cacheBusting to make sure all user get's the latest version Phaser nineslice High performant ninesnlice/9patch/thingy plugin, one image that fits all buttons! Enough text, let get playing! Web: http://spele.nl/euro-football-kick-2016-spel/ Android: https://play.google.com/store/apps/details?id=com.kgn.eurofootballkick2016
  9. TLDR: Is there a step by step guide that walks through turning a Phaser game into a Crosswalk apk? Details: I've been using Cocoon's webview+ (essentially chrome) to wrap my Phaser games, which has been great. But Google Play has flagged my Cocoon apps for removal with an alert about unpatched SSL vulnerabilities that are part of the wrapper. The issue has been there since Jan this year but Ludei's response in a thread on their forums says they don't have time to fix it. So I'm re-wrapping my Phaser games with Crosswalk, which already updated their wrapper to not have the SSL vulnerability. Although the process seems straightforward, it would still be nice to have a tutorial that explains it. My search turned up lots of Cocoon tutorials but no Crosswalk ones. So I'm posting here to see if other people might know where to find one. For any newcomers planning on using Cocoon webview+ to wrap their Phaser games, I suggest you consider this problem you will run into. I'm not sure if canvas+ has the same problem.
  10. Hey, the music for my game is 2:00 minutes long, when I wait for it to decode on the desktop in all browsers it is bearable, but with cordova + crosswalk it is much much longer, I tried using https://github.com/floatinghotpot/cordova-plugin-nativeaudio , but it doesn't work well for me, the sound on android is delayed much more than using the phaser sound, and it sometimes simply doesn't work... stuck etc. any advice on this subject? Thanks a lot!
  11. I have build a very simple game with crosswalk but when I run the game on my android device its showing an error popup like 'The connection to the server was unseccessfu.(file:///android_asset/www/index.html) '.
  12. Have you seen this: https://crosswalk-project.org/blog/crosswalk-game-mode.html It's a version of the crosswalk webview for android with optimizations for html5 games. They are working with cocos2d engine, it would be great if they could work also with phaser. I haven't tested it yet because it needs a custom build and I don't have the tools installed, but if anyone is willing to test this with phaser it would be great.
  13. Hello everybody, here is my new and first game launched on Google Play, it's called "Da Box"! URL: goo.gl/PFvjuO It's a puzzle/platformer, using one finger to play. It's really easy to learn, but somehow hard to master! It was made using Construct 2 (for the most part, some coding was done for additionnal stuff) and it uses the Crosswalk Webview for the best compatibility. I hope you'll like it, and don't hesitate to comment, give me suggestions/feedback and share! Enjoy Here are some screenshots:
  14. Was Flappy Bird too easy? Then try this addictive game and try to survive as long as you can: https://www.youtube.com/watch?v=BIvAZ786Aj4 On this addictive game you need to survive as long as you can by jumping over the blocks. Every time player jumps, the gravity changes making this more challenging than regular endless running games! Game requires fast reaction time and also good luck. Games specs:-Retro graphics.-Adrenaline music.-Easy to control, just touch the screen to jump. Available at Google Play Store:https://play.google.com/store/apps/details?id=net.rasteri.mixedgravity Mixed Gravity is now available for Windows Phone: https://www.microsoft.com/en-us/store/apps/mixed-gravity/9wzdncrd25xr Available for iOS: https://itunes.apple.com/app/id1004654564 This game was done by using Construct 2 and exported to Crosswalk project. Android APK was build by using Intel XDK.
  15. I still didn't find any tutorial out there on how to properly implement in app purchases (in my case with android && crosswalk) so this is some sort of tutorial for in app purchases (but it isn't finished yet - that's why i need your help ) i'm using this plugin http://plugins.cordo...ordova.purchase (it seems to be the right choice for this since it's the most used plugin in the database)i added the permissions "com.android.vending.BILLING" to my project settings (this is needed for the google developer console to recognize the apk as "billing enabled" and allow adding an "in-app product")i added the plugin "cc.fovea.cordova.purchase" to my game using intel xdk crosswalk > 3rd party plugins > get plugin from the web (plugin is located in the apache cordova plugin registry) ATTENTION: this doesn't work due to a bug in the current version 3.10.1 where $BILLING_KEY is not properly set you have to download the plugin from the git repo : https://github.com/j3k0/cordova-plugin-purchase and install it manually (see next step - adding local plugin over the UI will not work!) i created a file called "intelxdk.config.additions.xml" in the same directory as the other xdk files (this file will be included in the actual build files - it's a way to include additional parameters for plugins like "billing_key)i added the following xml code to the xml file: (MIIB... is the Licence Key! you'll find it in the developer console under Services & APIs) now you need to edit one file in the plugin to make up for the BUG ! edit the file plugin.xml and find the section that says <string name="billing_key_param"> and add your Licence Key instead of the variable $BILLING_KEY so it looks like this: i was then able to build the project and upload the apk with the right permissions and the plugin (and the additional parameter) as "alpha" release to the playstore and also add my first "in-app product" (id: "noads") https://play.google.com/apps/publish/i defined a price and activated it.. i published my app as alpha release !!!i added the example code from the github plugin website to my code so the "device ready" signal should do some sort of "appstore" setupdocument.addEventListener('deviceready', initializeStore, false); function initializeStore() { // Let's set a pretty high verbosity level, so that we see a lot of stuff // in the console (reassuring us that something is happening). store.verbosity = store.WARNING; // We register a dummy product. It's ok, it shouldn't // prevent the store "ready" event from firing. "noads" is the current id store.register({ id: "noads", alias: "no ads", type: store.NON_CONSUMABLE }); // When everything goes as expected, it's time to celebrate! store.ready(function() { console.log("STORE READY"); }); // When purchase is approved show some logs and finish the transaction. store.when("noads").approved(function(order) { console.log("PURCHASE APPROVED"); order.finish(); }); store.when("noads").owned(function() { console.log("PRODUCT PURCHASED"); alert('You purchased the ad-free version! Please restart the application to finish.'); disableADS(); // custom function triggered }); // After we've done our setup, we tell the store to do // it's first refresh. Nothing will happen if we do not call store.refresh() store.refresh(); } it seems that i need to setup a testing google account because i'm not allowed to use my google dev account for testpurchases ?! so i added another account as "Gmail accounts with testing access" in the settings section of the developer console AND i had to create a google group and invite those testers AND add the group as allowed apha testers in the apk section !! (make sure the app version code is the same otherwise the purchase will not work !)i now have my button in place that should trigger the purchase by calling the following function:function buyADS(){ store.order('noads');}i installed an apk file i built in intel xdk (not the one i uploaded to the store because i made some changes to the store script) with a user thats in the "alpha test group" (developer is not allowed to purchase) !!then i started the game and clicked on my "buy-button" it actually loads the store inside my app and let me complete a test-purchase (add creditcardnumber and so on...) Yeeehaaa !!
  16. So yes I did try to export for Android using Intel XDK/Crosswalk and the exported file was 20+ megabytes. Let just say I am building a variant of Tetris which is classic arcade game, contained of 80% code and alghorithm and 20 percent of assets, sounds/images/GUI. So you are expecting it to be less 5MB all in all. I mean when we talk about mobile and web games we think of small games. So building with Crosswalk aka 20+ megabytes of added weight seems silly. I also tried Cordova for Android but the build was sluggish. I have Nexus 7 with nVidia Tegra and Intel quad core processor. This seem damn stupid Should I bother with JavaScript builds for Android at all? How about JS builds for iOS or Windows Phone, or other smart phones? This leads me to building a game as a true/native non hybrid Android application and of course iOS app. Any thoughts about that Firefox OS thing?
  17. Hi guys! We're pitching a new tool to build HTML5 apps/game via cloud. It's as simple as some build tools like CocoonJS of Ludei, or AppMobi of IntelXDK, but no watermark or splash will be added in your game like other services. [How it woks] - Go to our site, register one developer account. - Set app info: name, package name, version, screen orientation... - Upload your HTML5 zip file, icon, splash image... - Integrate Admob, Chartboost, Google Analytics... with your own IDs - Choose wrapper technology like Crosswalk or Cordova or Android Webview... - Android-only right now [Pricing] - We just only charge for unique package name one-time at all with very low price (~1$). - It means you can build unlimited times with a package name. If you have interested with our tool, please contact me via email: [email protected], I'll give you the link of beta test version, it's FREE! Thank you!
  18. Now I have crosswalk running - a lot faster average of 55 fps rather than 15, I have noticed an annoying Flash of unstyled content on startup. Essentially I am ending up with a white horizontal bar across the bottom of the screen against a black background appearing for a second after the splash screen and before the games first screen. Does anyone have a hint at how to beat it? I am thinking either try and get the splash screen to hang around longer - or some CSS trickery
  19. Hi! I just published my first game, Hopsop, on Google Play: https://play.google.com/store/apps/details?id=se.carljohanelger.hopsop 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: https://www.youtube.com/watch?v=1d4MvthH_f0 And here are some screen shots: Any suggestions, found bugs or other comments, please feel free below! Carl-Johan
  20. i already settled with 50fps on my nexus 7 2013 when using crosswalk to compile my game until i upgraded to android lollypop till now there was no difference between the crosswalk build and running the game in the chrome Browser but now the browser runs the game completely smooth and fast.. not to say perfect.. while the crosswalk build drops frames any ideas ? i'm going to release my game in the next month and i really like it to be as fast as possible. thx!!
  21. Hi! I'm trying to put my Phaser game in a Crosswalk/Cordova Android wrapper. I've been following the steps described: https://crosswalk-project.org/documentation/cordova/migrate_an_application.html, 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
  22. Hi everybody ! I am searching a native performance wrapper for canvas based games on Android since long time. For the time being I only knew 3 ways (solutions allowing to use an existing code without having to change anything): CocoonJs, Ejecta-X et Intel XDK. The better being CocoonJs. But because I don't like: - Being dependent of a platform: the day they change the version, if this version introduce some bugs in your games, you cannot re-build anything until they fixed it. - Being unable to create custom native plugins. - Being unable to remove the splash screen. Last week, as I was searching for nth time an alternative, I fell on Crosswalk (https://crosswalk-project.org/). I think I already found this long time ago but I was not really impressed by the project, was afraid by the installation steps and was not too much into Android. But let's come to the point: as far as I have been able to test, performances are awesome! I tested only one game so far (a canvas 2d only) and here is how it's performing: + Galaxy S2: same speed as CocoonJs with a faster boot. + According to a friend who tested for me on a "Nexus 7 KitKat", an "Xperia 4.0.4" and a "Galaxy S3 4.1.2" : faster than the CocoonJs version - Sound effects seems to be very low on my S2, I forgot to ask to my friend for his devices That's it... would be awesome if somebody else could try to confirm or refute my conclusions. Installation is still a little pain in the a**. The biggest problem I got was to get the "adb" command line to work, but that's not really related to crosswalk, just an Android SDK stuff. But if you are like me an "Ejecta on iOS and CocoonJs on Android" guy, I think it's worth to try!
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