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Found 238 results

  1. Hello, I'm Kyriakos from OdiusFly Studio. I have 10+ years of experience working as a freelance game developer and graphic designer. If you have time please take a look at my portfolio: https://odiusfly.com If you are interested for game license or freelance work, please don’t hesitate to contact me via email: odiusfly [at] hotmail [dot] com Thank you!
  2. Hello is anyone else experiencing this error on iOS 13: WebGL: INVALID_VALUE: uniform1iv: invalid texture unit Here's the full message: [Warning] Turning drawing buffer preservation for the WebGL canvas being captured (0.0.js, line 6472) [Error] WebGL: INVALID_VALUE: uniform1iv: invalid texture unit uniform1iv anonymous (Anonymous Script 1 (line 7)) syncUniforms (0.0.js:9832) syncUniformGroup (0.0.js:9818) anonymous (Anonymous Script 2 (line 22)) syncUniforms (0.0.js:9832) syncUniformGroup (0.0.js:9818) bind (0.0.js:9791) _render (5.5.js:5905) render (0.0.js:14434) render (0.0.js:14439) render (0.0.js:14439) render (0.0.js:14439) renderAdvanced (0.0.js:14492) render (0.0.js:14430) render (0.0.js:14439) render (0.0.js:11619) render (5.5.js:748) emit (0.0.js:17454) update (0.0.js:17993) (anonymous function) (0.0.js:17692)
  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 to rapid fire when too many object appear. FEATURES. Number of object to show up will increase randomly. Fire rate decrease along with number object show up. Bullet, Object speed increase after every time destroy object. Spin your body all around. Some difference type of object. Some difference background. Best Score Shop to buy new ship Collect Star If you got any suggest. Please contact me. bacsojin.1102@gmail.com Download iOS : https://apps.apple.com/us/app/360-shot-space/id1476517779?ls=1 Download Android : https://play.google.com/store/apps/details?id=shoting.threesixzero.com Demo Game Play without interact with the body move https://www.youtube.com/watch?v=7Ale_dozAv4 https://www.youtube.com/watch?v=v59WOi7MVn8 ScreenShot. I could not attack files for some reason.
  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 = function(msg) { alert("Failed with invite, msg: " + msg); }; facebookConnectPlugin.showDialog(this.options, this.onSuccess, this.onError); In the Xcode in Build Phases -> Compile Sources I do have FacebookConnectPlugin.m. In Build Phases -> Link Binary with Libraries I do have also the following: libsqlite3.dylib (added by me), Security.framework (added by me), Accounts.framework (added by me), Social.framework (added by me). Also, the FBSDKCoreKit.framework, FBSDKLoginKit.framework and FBSDKShareKit.framework. These last 3 were already in that project.
  5. After successful delivery In-App Purchases (IAPs) on Android using Apache Cordova and https://github.com/j3k0/cordova-plugin-purchase I can't get it working properly on iOS. The problem is that once the item is clicked the price shows its details etc., but if use clicks "Cancel" then the user can't purchase anything anymore. Unless restarting the game, as far as I'm aware I should handle rejection/cancellation events. Tried these, but so far no success. This is how I was trying to handle these events (rejection/cancellation), including playing with store.refresh() in different locations of the code and without it as well: // Handle rejection and cancel events. store.when("com.XX.YY.gems5").rejected(function(order) { store.refresh(); that.game.state.start("GemsState"); store.refresh(); }); store.when("com.XX.YY.gems5").cancelled(function(order) { store.refresh(); that.game.state.start("GemsState"); store.refresh(); }); Code, which correctly works on Android (the handling wasn't required there in order to work properly): 'use strict'; var that = this; // Prepare product. store.register({ id: "com.XX.YY.gems5", alias: "Gems 5", type: store.CONSUMABLE }); // Purchase product. store.order("com.XX.YY.gems5"); store.refresh(); store.when("com.XX.YY.gems5").approved(function (order) { order.finish(); store.refresh(); // Add extra gems. localStorage.gems = parseInt(localStorage.gems) + 5; // Add 5 gems. that.upgrade_sound.play(); // Play upgrade sound. that.game.state.start("GemsState"); that.menu_items[1].select(); // Select second item. }); I'm using Phaser 2 & ES5.
  6. 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 here, thanks for any help! 🙂
  7. 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 plugins or something? The only cordova plugin I'm using is one that I created myself, which takes event input from an external musical bluetooth MIDI controller. My app is essentially a rhythm game with a big highway of arrows moving as one container with animated sprites that flash at different times and hide/show accordingly to how you played. How do I get comparable performance to iOS Safari on iOS Cordova with PIXI? (Btw using React to bundle and build all this). Thanks! 😎 Cordova docs: https://cordova.apache.org/docs/en/latest/config_ref/
  8. Some time ago there was a bug report of a problem with rendering SVGs in iOS and MacOS, at least older ones. You can see it there: https://github.com/pixijs/pixi.js/issues/3433, but here is a short description as far as I've digged it. On some old Apple devices, iPad 4 / iOS 10 for me, if you load a number of SVGs, make sprites of them and place said sprites on stage, some of these sprites will 'leak' on one another. For example, if you load a green rectangle SVG and then blue circle SVG, sprite made from second one will contain expected circle drawn above unexpected rectangle. This is an old bug still found in v5.0.0 rc-3. Sadly, I found no solution to it. There are cases when it shows and cases when it doesn't, but no way to be sure. Since it is crusial for the project I'm working on, I've made a short test code to check if the current device have this bug, so I can switch to PNGs. In case anyone needs this, you can see it below. It is written for Pixi v5.0.0 rc-3 https://codepen.io/takopus/pen/EJpjXL The idea is simple: I load assets - rectangle and circle - make sprites, place them on stage and render it (you have to do it to catch the bug). Then I extract circle into Uint8ClampedArray of pixels and get alpha value of some corner pixel. If there is no bug, it will be 0 (since there is no pixel there). If the bug is here, it will be 255 cause of rectangle rendered below the circle. Hope this will help someone until this bug gets fixed!
  9. Hello everyone, I want to present you my new game, "Infinity Golf". Play the game online now: https://odiusfly.com/portfolio/infinity_golf/ More games available on my website: https://odiusfly.com/ This game is available for licensing.. If you are interested, please don’t hesitate to contact me via email: odiusfly [at] hotmail [dot] com Best regards, Kyriakos
  10. We have atlas exported with Texture Packer. Run-time every texture is cropped by 1 pixel. This pixel is added to the opposite of the texture. Likewise https://github.com/pixijs/pixi.js/issues/5087.
  11. Hi everyone! We made our first game with help of Phaser 2. And it is now available on mobile. iOS: https://itunes.apple.com/us/app/railways-of-love/id1409113518 Android: https://play.google.com/store/apps/details?id=com.provodnik.wagon Description An interactive road novel about love and fate in the tradition of the Russian classics. Train wheels click-clack monotonously. Two people - a man and a woman - go back home from the city of the future. They have feelings for each other. They are doomed to part. You can change their destiny and help the protagonists confess their love. It’s impossible to do the very first time, but every successive attempt will reveal more about the protagonists’ background, about the world controlled by Progress-program and unlock additional ways to influence their conversation. The importance lies in every small detail of the dialogue: blinking light, the spikehead outside the window, music in the next compartment. You will have to come up with the right sequence of such small details to finally… And it is tempting to say – make the protagonists happy. But what is happiness? What sacrifice should be made to find it? Is it possible at all? Answers to such questions may turn out to be unexpected. Some promo codes Android: 9CZ1PTNCXLP5MH9LT2B40Q7 FTJCDRTZHM7WH3QE7NPQZU2 DSB368LR4MEU22W9GRF2J3E LTWRXYYXRZV0N5ATFFVDWBE iOS: FX74MPNA9W3F 7EPLH493NN44 MWMHW6PA394K 4ELTFRTYJHRM P. S. This forum helped us a lot during the long development period. Thank you guys! And special thanks to Richard for Phaser. It is such a great tool.
  12. Hi guys! New with PIXI and have some troubles with loading audio with PIXI.loader. startButton.on("pointerdown", function(){ changeLanguage('eng'); startAnimationBoard(); }); espButton.on("pointerdown", function(){ changeLanguage('esp'); startAnimationBoard(); }); function changeLanguage(lang){ if( lang == 'esp'){ sound.add('sceneLogo', './objects/mp3/esp/1.mp3') .add('scenePlay', './objects/mp3/esp/2.mp3') .add('sceneBalance', './objects/mp3/esp/3.mp3') .add('sceneHello', './objects/mp3/esp/4.mp3') .add('sceneInteractive', './objects/mp3/esp/5.mp3') .add('sceneAirport', './objects/mp3/esp/6.mp3') .add('sceneDownload', './objects/mp3/esp/7.mp3') .add('sceneData', './objects/mp3/esp/8.mp3') .add('scenePerson', './objects/mp3/esp/9.mp3') .add('sceneFinal', './objects/mp3/esp/10.mp3') .load(); } else if(lang == 'eng'){ sound.add('sceneLogo', './objects/mp3/eng/1.mp3') .add('scenePlay', './objects/mp3/eng/2.mp3') .add('sceneBalance', './objects/mp3/eng/3.mp3') .add('sceneHello', './objects/mp3/eng/4.mp3') .add('sceneInteractive', './objects/mp3/eng/5.mp3') .add('sceneAirport', './objects/mp3/eng/6.mp3') .add('sceneDownload', './objects/mp3/eng/7.mp3') .add('sceneData', './objects/mp3/eng/8.mp3') .add('scenePerson', './objects/mp3/eng/9.mp3') .add('sceneFinal', './objects/mp3/eng/10.mp3') .load(); } } Works perfect everywhere, except iOs Safari browser. Loading time from 300 ms on desktop Chrome to 1600 ms on old Droid phone (Chrome and Default browser). But mobile Safari loading time is awfull - 35000 ms. Tried to load files separatelly, one by one before using them (don't need them all at once). And still works everywhere except mobile Safari - in this case files didn't load at all. Don't know what I'm doing wrong. But I really tired in this war against Apple gadgets. Thank you! P.S. : iOs versions 10.1.x and 12.1.x
  13. I have a heavy load Babylon scene (all meshes are optimized), which runs sufficiently well on desktops and tablets. The same site is slugish, slow or does not run at all on many mobiles when accesing through the mobiles browsers. I guess this is pretty normal since mobile GPUs are not as powerful as let's say tablets' GPU. So I guess the best thing to do is to test if the site is being accessed by a mobile device and divert the user to a mirror site where the textures are of lesser quality and the mesh sizes are smaller. Is that a correct solution? Is there any other ways of boosting performance Secondly, will wrapping the site into a Mobile app such as Cordova boost performance as compared to accessing the site through the mobiles' browser? Has anybody had experience with Windows apps running Babylon.js and were there any performance gains?
  14. Hello to all. We make HTML5 games and available for Freelance. Portfolio here: https://buy-instant-html5games.com/buy-html5-games If you need to create a game or buy non-exclusive license for current games - write us on licensing [ a-t ] buy-instant-html5games [ d-o-t ] com
  15. Hello that's my list top 5 websites for buying html5 games! If You like this list visit my site where I share with you best html5 games! https://elijahkuzmichov.wordpress.com If you publisher and looking for a good html5 games this list for you: 1. CodeCanyon 2. MarketJS 3. Famobi 4. TrueValhalla 5. DoubleDuck If You like this list visit my site where I share with you best html5 games! https://elijahkuzmichov.wordpress.com
  16. Hi, guys! I develop HTML5 games and mobile games, in game engine Construct 2 and Construct 3. If you purchase any of my items - you will have full support! You can write to me at https://codecanyon.net/user/gmsdev#contact and i will answer you as soon as possible If you like my games, please rate them in ★★★★★ stars! :shocked: How To Order A Exclusive Game: You can also order a game, just email me - click on the button below We discuss the possible implementation of your game ideas on the engine Construct 2 / Construct 3 We discuss the terms and cost of work. I show demos on my server You pay for the work - we send the source You are the happy owner of a new exclusive game. About Engine: Construct 2 official manual Construct 3 official manual Games List: Games Bundles: 5 games in 1 bundle - 25% Discount 10 games in 1 bundle - 35% Discount 20 games in 1 bundle - 45% Discount 40 games in 1 bundle - 55% Discount 50 games in 1 bundle - 60% Discount
  17. Hi developers, some time ago I posted two tools for localization and automatization of different AppStoreOptimization topics for android and ios. Today I would like to show a tool to EXPORT and IMPORT your app store assets from iTunes Connect or Google Play Console. The "App Store Export / Import" will allows you to export all your app store assets such as texts, URLs and images (Apple App Store only) to a local device. You can create backups, modifications or localization and re-import your data (including links, texts, titles, images, icons...) to the Apple App Store and Google Play Store. Features: Export your store texts Export your app store images Save your app data Support all store localizations Import your store texts Import your app store images Modify your data and reimport You can find further information and the tool itself for free on the following link: https://www.iwantanelephant.com/app-store-export-import/
  18. Hello everyone! My new game called "Arena Fu" is RELEASED! Check it on #android https://goo.gl/hKluMI , #ios https://goo.gl/WF66Hm and #Win10 https://goo.gl/fSbnkf !
  19. A month ago I discovered Phaser JS, and a few other JS libraries, and was amazed at what people can do in JS nowadays. I know there are several advantages to making Casual HTML5 games, namely (1) You can target many platforms using wrapping kits (like CocoonJS) (2) You are working in a platform neutral environment instead of something proprietary like XCode/ObjC/Swift (3) You control your game, and don't need approval from someone like Apple (4) There are markets where you can license your games (5) You can use whatever development environment you want, like Linux (6) The simplicity of coding lets you focus on the game itself Yet, even with all these advantages, there are some compelling reasons to go with Native - assuming you want to earn money: (1) If you want to make money, you have to target mobile, so why not just focus on that (2) If you will focus on mobile, the majority of the market can be reached by just targeting iOS (3) Any good looking mobile game will run better/faster/stable as a native app (4) Something like 80% of mobile users prefer native apps over hybrid (5) Your compiled code is harder to steal than JavaScript I ask this because I've seen some really great HTML5 games, and I wonder if the authors could be topping the iOS game charts, making them boatloads of money. I have read some people make a prototype in C2, then rewrite it in Phaser - why not prototype in Phaser and rewrite it in Swift/ObjC? It seems like with HTML5, you can hit a lot of markets, but are not able to have a monster hit on your hands. An example, I was playing one of Okinjin's games, and it was really great, then I accidentally "slid" Safari off the side of the screen, then I tried to "slide" it back. I ended up with several screens sliding around, and never found the game again. This was not Okijins fault, it was the nature of playing a game in a web-browser on a mobile device. I was showing a friend the game at the time, and ended up having to close Safari and browse back to the Okijin site. If it had been a native app, it would not have done that. I still really like the HTML5 stuff, but if the goal is to make money (and for many it is not), it would seem easier to do on native mobile. On mobile, I know "discoverability" is a big problem, while HTML5 portals will actually push your game out to the masses for you. I've heard HTML games are easier to make viral because they can be shared with a hyperlink, but it would not seem that would be enough of a difference.
  20. Hi indie and html developers 🙂, a while ago we tried to save a little bit of your time and presented our tool to translate your GOOGLE PlayStore release notes automatically. If you missed - click here (HTML5 - Release Notes - Translation Tool - Google Playstore)! Now we are in the beta test of our new services. It goes far beyond the ideas of our first tool. It enables you to automatically translate and upload all store text assets directly to the Apple App Store and Google Play Store. Description: - Localizing your store descriptions is essential for your App Store Optimization (ASO). - Translating and uploading app store assets takes a lot of time. You have to translate in over 70 languages for the Google Play Store and in over 25 languages for the Apple AppStore. - Our Elephant Translate Service supports you with this tasks and automates both, translation and uploading. - You provide your base texts, your titles, your keywords, your credentials and we translate and upload everything for you within minutes. - Our tools is easy, comes with lots of help and will guide you through the whole process. Benefits: Get more downloads from all over the world Be more visible within the main stores Optimize your app publishing process Localize titles, keywords and descriptions Change texts and keywords easily Save tons of hours If you are interested to be a beta tester just contact us here or using this link: I WANT AN ELEPHANT - TRANSLATE SERVICE Best regards I WANT AN ELEPHANT TEAM
  21. Hi I want to present new game Online Sudoku Daily mode (Every day new level) Classic mode (easy, medium, hard) Print Sudoku Facebook connect Top score for daily mode Backup (restore game if you close browser) Magic button (help) Pause Restrore progress system (if you logined, you can restore progress on other devices and browsers) Mobile Versions:
  22. First time to upload ios app. After I uploaded my ipa file for testflight It has an error that says the binary has no icon of 1024x1024 but it successfully uploaded and tested on testflight. The ipa file is compiled from cocoon in which I provided an icon of 1024x1024 before compiling. Thanks in advance.
  23. Now that apple's requirements to submit a new app is to have an iphone X screenshot, how can I take a screenshot of my app packed with cocoon?
  24. Hi, I am trying to draw HLS video stream over PIXI video texture on iOS safari browser (iOS 11.2) referring http://pixijs.io/examples/?v=v4.6.2#/basics/video.js but not succeeded. (Sorry for poor English as I am Japanese) When I set mp4 video as source, the demo code worked over iPhone + mobile safari (OS: 11.2). But when I set url of HLS (m3u8) and tapped play button, video did not drawn. I tried some change but not succeeded to play HLS stream over PIXI video texture. Below is my code, modified part of http://pixijs.io/examples/?v=v4.6.2#/basics/video.js . ... function onPlayVideo() { // Don't need the button anymore button.destroy(); /// modify start // mp4 // (1) mp4 OK : video/audio played (#fvlivedemo.gnzo.com is my own server) // var texture = PIXI.Texture.fromVideo('http://fvlivedemo.gnzo.com/testVideo.mp4'); // (2) mp4 OK : video/audio played // var texture = PIXI.Texture.fromVideoUrl('http://fvlivedemo.gnzo.com/testVideo.mp4'); // HLS // (3) Not work : when play button pressed, loading m3u8 not started. // #http://184.72 ... is effective m3u8 stream // var texture = PIXI.Texture.fromVideo('http://184.72.239.149/vod/smil:BigBuckBunny.smil/playlist.m3u8'); // (4) Not work : when play button pressed, loading m3u8 not started. // var texture = PIXI.Texture.fromVideoUrl('http://184.72.239.149/vod/smil:BigBuckBunny.smil/playlist.m3u8'); // (5) Not work : when play button pressed, loading m3u8 started and audio play started. but video is not drawn on canvas. let baseVideoTexture = PIXI.VideoBaseTexture.fromUrl({ src: 'http://184.72.239.149/vod/smil:BigBuckBunny.smil/playlist.m3u8', mime: 'application/vnd.apple.mpegurl' }); var texture = PIXI.Texture.from(baseVideoTexture); /// modify end // create a new Sprite using the video texture (yes it's that easy) var videoSprite = new PIXI.Sprite(texture); ... Please help/guide me regarding right way/manner to play HLS stream over video texture of PIXI. (i.e. how to fix above code) entire HTML which I modified is attached (pixi_video_hls.html) If more information needed for answer, let me know. Thank you in advance. pixi_video_hls.html
  25. Hi, guys. Try my new game Play on Scirra Arcade: https://www.scirra.com/arcade/action-games/mannequin-head-jumping-challenge-game-12746 Download for Android: https://play.google.com/store/apps/details?id=com.takenewgames.mcjh Download for IOS: https://itunes.apple.com/app/mannequin-challenge-game-jumping/id1178329270 Description The Mannequin Head - Jumping Challenge Game is realy hot new challenge! Come Join To Play! The Mannequin Head - Jumping Challenge is taking over the world! Play Now! Features: - 10 characters - Simple One Touch Control - Online leaderboard - Endlesss Gameplay Gameplay: - Tap to jump - Don't touch on horizontal platform - Collect diamonds to unlock new characters Follow Us: — http://www.facebook.com/takenewgamesofficial — http://twitter.com/TakeNewGames — http://plus.google.com/+TakeNewGames — http://vk.com/takenewgames — http://www.pinterest.com/takenewgames — http://www.youtube.com/TakeNewGames?sub_confirmation=1 More Games: — http://www.takenewgames.com