Jump to content

Search the Community

Showing results for tags 'launcher'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 4 results

  1. Update - the game is now available on Google Play as a native app: https://play.google.com/store/apps/details?id=com.afgt.naval The link http://www.askforgametask.com/mobile/games/naval/ Description Naval Battle is an HTML5 arcade game in which your mission is to destroy a fleet of enemy cargo ships before they deliver ammunition and provisions to the enemy troops. You are the commander of the VIC Victory, a fast light tank used by the Mobile Costal Artillery in defending a country against sea attacks. Your tank is armed with a limitless supply of anti-ship shells, but be aware that only one shell can be in view at a time! You have only 70 seconds to sink all enemy ships. They are not armed, but they are protected by the gun fire from a fortified enemy battery on the other side of the bay. And they are moving with different speeds. So you need to aim very carefully! The game ends if you fail to complete the mission within the 70-second time limit or if your tank is destroyed by enemy gun fire. Controls Use the left and right keys to move. Use the up or space key to fire. Screenshots
  2. So I have a code block where Phaser.Game's height and width accommodate the full window size prior to the boot state, upon getting to the Game state I reset the world bounds to accommodate a larger canvas: buildWorld: function() { worldOw = this.world.width; worldOh = this.world.height; this.physics.startSystem(Phaser.Physics.ARCADE); cursors = this.input.keyboard.createCursorKeys(); this.world.setBounds(0, 0, worldW, worldH); /* if (this.camera.bounds) { //The Camera can never be smaller than the game size //game.camera.bounds.setTo(x, y, width, height); //this.camera.bounds.setTo(0,0, worldW, worldH); } */ //this.physics.setBoundsToWorld(); OGpos_PlaneY = this.world.height-250; OGpos_PlaneX = 300; And with modification to the launcher demo launcherUpdate : function(){ plane.anchor.setTo(1, 1); if (catchFlag) { distance = mainST.physics.arcade.distanceBetween(plane, arrow); theta = mainST.physics.arcade.angleToPointer(arrow); analog.rotation = arrow.rotation + Math.PI/2; arrow.rotation = mainST.physics.arcade.angleBetween(plane,arrow); degTheta = Math.round((arrow.rotation * 180)/Math.PI); if(degTheta >= -90 && degTheta <= 90){ if (distance > 75) { distance = 75; var adjacentX = Math.cos(theta) * distance; var oppositeY = Math.sin(theta) * distance; plane.x = OGpos_PlaneX + adjacentX; plane.y = OGpos_PlaneY + oppositeY; } else { plane.x = mX; plane.y = mY; } } else { var adjacentX = Math.cos(theta); var oppositeY = Math.sin(theta); plane.x = OGpos_PlaneX + adjacentX; plane.y = OGpos_PlaneY + oppositeY; } analog.height = distance; arrow.alpha = 1; console.log(degTheta); } if (launched) { plane.anchor.setTo(0.5, 0.5); } }I encounter: Where the plane's transforms interchange between the product of distance = 75;var adjacentX = Math.cos(theta) * distance;var oppositeY = Math.sin(theta) * distance;plane.x = OGpos_PlaneX + adjacentX;plane.y = OGpos_PlaneY + oppositeY;&& plane.x = OGpos_PlaneX + adjacentX;plane.y = OGpos_PlaneY + oppositeY;However with replacing distance = mainST.physics.arcade.distanceBetween(plane, arrow); with distance = mainST.physics.arcade.distanceToPointer(arrow); we get the analog(rubberband) instantly locked with no possible rubber-banding within range of the distance constrain: Has anyone come by a solution or can provide guidance on this?
  3. Hi all, in the CocoonJS launcher I get 30 frames per second, but I read on the forum here that CocoonJS should give 60fps (see here or here). I launch my test app in the CocoonJS launcher with a URL and Canvas+. Am I doing something wrong here or is a difference between the launcher and the cloud compiler? I've been looking at CocoonJS lately and I made a test app. It's a bare minimum test just to check out how the CocoonJS launcher works and what the performance is. See my test script here, you can tap the bottom bar to add/remove sprites: http://members.home.nl/bas.de.reuver/cocoonjs/ My frames per second testing, for 1-200-500 balls (mobile device is HTC Desire X, Android 4.1.1) desktop chrome: (1)60fps - (200)60fps - (500)60fps mobile chrome: (1)39fps - (200)31fps - (500)19fps mobile default browser: (1)40fps - (200)19fps - (500)11fps Cocoonjs launcher: (1)30fps - (200)28fps - (500)25fps
  4. Hi everyone, Game - http://liquidrainbow.net/html5/submarine/deploy/ I would like to show latest release from our team - Submarine Dash. This game is like Jetpack Joyride but underwater. You need to collect coins to upgrade your crappy sub to world class submarine P.S. In case if some publishers looking for content here. We are looking for non-exclusive licenses. If you are interested - [email protected] or contact us here
×
×
  • Create New...