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  1. Hello, I'm looking for feedback on my first game/mobile app: Amazeballs! https://play.google.com/store/apps/details?id=nl.eyeseet.maze It is a maze-escape game written in using Matter-js and Three.js and runs as an android app using Cordova. There are currently two modes, a top view mode and a 3D ground mode. As you finish levels you earn coins to buy upgrades (speed, manoeuverability and camera zoom out) which should help you finish larger mazes. I'd love to hear what you think of the game. Any feedback or ideas to improve the game are very welcome!
  2. Hi, I created a mobile game called “Circle Status” and developed it with my wife. The game takes place in a 2-dimensional world inhabited by polygons, inspired by Edwin Abbott’s Flatland universe. This is a world where polygons with fewer sides are seen as lower class citizens and those with many sides are considered the elite. You start off as a ‘lowly’ triangle and the goal is rise up the social ranks all the way to a circle. You do so by eating your peers and can use a variety of power-ups to help you along the way. We wrote up a blog on our process if anyone’s interested. Th
  3. Hi i just finish a mini game with the idea come from compass. 360 Degree Spinning Shooter Space Game A Game that you need to move your whole body to play. New Type of Casual Mini Game. A shooter game with spinning 360 degree. *** WARNING *** - Not for pregnant woman and lazy people. - You could get throw up after some game. HOW TO PLAY Hold your phone flat in the palm of your hand Spin around while holding your phone in your hand to change direction of space ship Tap screen to fire the object TAP and HOLD
  4. With exactly the same codebase I have perfectly working Facebook events on Android. However, on iOS it doesn't works. I'm using https://github.com/jeduan/cordova-plugin-facebook4 for this and tried to set some alerts to see the error code or something (note `alert` in the code, for debugging purposes), but there is no action. In essence, I can't see any error, it just doesn't works. The following code: this.options = { method: 'apprequests', message: 'Play YellowSidd with me!' }; this.onSuccess = function(result) { alert("Success with invite, result: " + result); }; this.onError = fu
  5. Has anyone ever seen this where my RAF wants to take up the entire frame (~15ms) but the processes within don't take very long (~3ms)? My app is running iOS on Cordova with wkwebview. Long RAFs: https://imgur.com/a/2KVeKJZ Processes within one RAF: https://imgur.com/a/CnUNSfk BUT When I zoom into the canvas (by doing the two finger swipe on the iPad) and then zoom out, the RAF fixes to take up only ~5ms total. After zoom trick: https://imgur.com/a/RSzmrTI Is the PIXI canvas loosing focus, like as if I went to another tab on the web? I'm not sure what is happening
  6. Hello, I'm having issues running PIXI with an autoDetectRenderer in Cordova iOS. It is very slow compared to just loading the page from Safari within iOS. The goal is 60fps but Cordova is getting ~25fps while Safari has performance that is good enough to be acceptable. Is there some kind of optimization I have to turn on? The cordova docs claim that the hardware acceleration config option is only available on OSX, not iOS. I ensured that my game loop function usually takes about 1-5 milliseconds to run in Cordova. Could it be some kind of overhead that Cordova has set up with p
  7. Eternity Pilot is a mobile game made using Phaser 3 and Cordova. It is my first published game and it would have been totally impossible without Phaser and this amazing community! For now it is only available on Android but I am hoping to have an iOS version in the near future. I have a sign up on the site linked below to receive a notification when the iOS version comes out. Play Store https://eternitypilot.com Gameplay Video
  8. When I started to create my game I wanted to make it look good on my own phone as a start. So I searched for my screen resolution and it is 1920*1080, so I decided to make my game 540 width and 960 height, making it the half from my res to not make the sprites too big and then scale it*2 in phaser. Yesterday I first tried it on my phone using cordova, and I can only see like 30% of my game because it is too big for the screen. And I dont really understand why is that happening.
  9. Hi everyone, I'm just finish a simple game: QUE. Que's a lightweight game. Just tap and follow poses in your screen. Coding: HTML5/PIXIJS. Game: QUE - A simple tap style game with stick-man. Just tap and follow poses in your screen. Que's mean is stick-man in Vietnamese Screenshot: Fig1. Main menu when start Que Fig2. Playing que, just tap to change pose to stack screen pose que_s.mp4 Fig3. Video preview Platform: All platform build with pure Cordova (lightweight). I'll release all platform like: iOS, Window, Lin
  10. 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?
  11. Hey guys, Has anyone had any luck packaging up a Babylon scene inside a Cordova app? The problem I'm having is apparently path related: I get the error message "Error status: 0 - Unable to load..". Everything works fine on the webserver though.
  12. Hey everyone I recently started trying to put my webapp made in Babylonjs and typescript into a Cordova android app. Before this I was just setting up a local server, this way I could load all of my assets easily. However when my app gets built for android it makes all of the assets go through this type of path file:///android_asset/www/Audio/ Which I don't believe Babylonjs can handle er something. Except some of the sound files load source: I can hear them but they still give the error. So I was wondering what the next best solution would be, but I don't have my own ser
  13. Hey there! I recently released a mobile game called Cobalt Dungeon. This game is based on Phaser 2 and uses a fullscreen canvas and basically only touches the DOM during initialization. The application itself is wrapped in Cordova 8 and runs on iPhone and Android. It's currently available for both platforms in their respective stores: Cobalt Dungeon for iOS on the App Store Cobalt Dungeon for Android on the Play Store The game took me four months to create, from start to finish. I had created games before using HTML5 / canvas, and had released one before on the app sto
  14. Is it possible to make Firebase working on apps compiled by Cocoon? Followed https://firebase.google.com/docs/auth/web/cordova tutorial, tested on the device with error that cordova-plugin-inappbrowser is not installed. Tried to many plugins, all of those which are available throughout “Plugins” in Cocoon’s developer account. Really it seems to be there is actually NO plugin, which can handle Firebase for Cordova, really?! Some of them had issues during complication, some of them after - including cordova-plugin-inappbrowser. Errors after compilation with error “cordova-plugin
  15. Hello everyone. It was probably a year since I posted anything. Good to be back here. I had a looong break with hardcore html5 game development. Can you suggest a good way to start a cordova + pixi project for android? Can you recommend any tuts and share some of your experiences with developing mobile apps with pixi I look forward to reading about your experiences!
  16. Hi there: I have a BJS development in production that works great in all platform but iOS-Cordova app. In this last configuration the sound doesn't work at all, dumping the following error message: Any clues on this? Thanks for your time.
  17. Hi there: I'm trying to have done a cross-platform development these days. After some problems here and there I have my development running OK on: desktop - windows - web - ff desktop - windows - web - chrome desktop - macosx - web - safari mobile - android - web - chrome mobile - android - hybrid app (cordova) mobile - iOS - web - safari Sadly it doesn't work as presumed on the last platform I'm targeting, of course: mobile - iOS - hybrid app (cordova). Under this last scenario a have several "hard" issues: my PBR materials a
  18. This is my first Phaser game. I have used Phaser with Cordova to build it for Android. Find the link to Playstore below: https://play.google.com/store/apps/details?id=com.kep.ninjarun.NinjaRun Can share some code if anyone needs some help with their game development.
  19. I'm having a problem getting a game exported to iOS with Cordova to display correctly on iPhone X. The exported game always shows up like this with the game pushed off to the left of the screen. Screenshot This is a blank Construct 3 project, no code added, it displays correctly on all iOS devices except iPhone X, I have tried adding the correct size launchimages in xcode, tried using storyboards, made sure all the constraints are set up correctly, I have viewport-fit=cover set in the meta tag. Has anyone had any luck with Cordova projects on iPhone X yet? Any advice would be ap
  20. I am currently creating a puzzle game app using Phaser and Cordova (crosswalk) but I am having some trouble with the meta viewport tags. Testing the game on my android phone with cordova, no matter what I set my meta viewport tag, the game is always extremely zoomed in on one small area of the canvas. However the reason I think this is a viewport problem, is that on chrome, when I set the meta viewport to this: <meta name="viewport" content="user-scalable=no, initial-scale=1, maximum-scale=1, minimum-scale=1, width=device-width"> I get the exact same problem as in cordov
  21. Hi All, I have been creating a mobile game using phaser and packaging it using cordova. I need a good video ad plugin for my game. Tried ADMOB, there was a Huge FPS drop while pre-loading the video ad. (https://github.com/floatinghotpot/cordova-admob-pro) Kindly Suggest me a Good One
  22. Just wanted say hi to the community by posting about my first game, it was build using the html5 canvas combined with other DOM elements. Didn't use a framework so it's pretty rough around the edges. I only released it for android (didn't want to pay the apple subscription fee :P) I'm building another mobile game using Phaser 2.9.2 CE right now and absolutely loving it - looking forward to sharing it with you guys! Google Play Store link: https://play.google.com/store/apps/details?id=com.gmm.spacedemons&hl=en Any feedback/comments would be very
  23. It would be nice to have Panda 2 editor to be able to export to Cordova, Ejecta or similar frameworks.
  24. Hi folks! Wow it has been a long journey until here, but we are close to the release on the appstore, and also on toucharcade: http://toucharcade.com/2017/11/20/deckbuilding-game-vempire-brings-vampiric-hapsburgs-to-mobile-november-27/ We do not have a special video for mobile (the game itself is not different anyway!), but this release video: https://www.youtube.com/watch?v=iT34P3poWFo&t=28s More content is available here: http://vempiregame.com/ http://store.steampowered.com/app/619230/VEmpire__The_Kings_of_Darkness/ https://twitter.com/WLueger
  25. Hi, I ported my game from Flash/AIR to HTML5. It's SparkChess, a chess game with single-player and multiplayer capabilities. The game is written in Typescript. I chose it because it was more similar to Actionscript and because I wanted to keep my sanity (for large projects Javascript is a pain). The AI engine is written by me, it's fast and strong enough for most players. It uses web workers. The multiplayer part uses websockets, with Union Platform (wonderful Java multiplayer server with Javascript client, too bad it doesn't seem to be actively developed). There's a free v
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