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Showing results for tags 'native'.
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Hello fellas! Having web games is amazing, but we all know monetisation and marketing is a lot easier with apps. What is currently the best way to port a web game into native apps? Is there any wrapper out there working well without having a big impact in performance? The one I've seen is cocoon js, but I've not yet been able to make it work. Many thanks in advance!
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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
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Maybe this is an old subject but nowdays I'm trying implementation of box2d/pixijs HTML5 game to mobile. Everything was working okay until android 6+ appeard. Crosswalk was solving most problems but i had new releases and cordova 8.0 , crosswalk, android 7.0 and pixi just give poor performance. Game runs smoothly on desktop, and ok on mobile browser, but Native (cordova) runs @21 fps. Has anyone facing same problems? Is there a easy solution to replace cordova with some other framework ? How do you pack pixijs to Native ? Thanks, 3ojan
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Hi everybody, i would like any info regarding tools that can package HTML5 web apps to native (preferably) and hybrid mobile apps (Android and iOS are the two platforms i would like to target). My main concern is to find which tools can render canvas (WebGL also would be great) contents on a native OpenGL stage, in order to get the best mobile performance. Now, from my research i found that only - Cocoon.io (formerly known as CocoonJS) can build and package a HTML5 Canvas (and WebGL) app to a native mobile (Both Android and iOS). If you want to target iOS only you can also use -
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I'm using GameMaker: Studio, and currently facing a problem with sound in Mobile Native HTML5 browser, Sound is Working in PC browsers, like FireFox, EDGE(Internet Explorer), but not working in Mobile Native Browsers, i have tested it in my Android and Windows Phone, Any help would be really Appreciated,
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Is there any option how export phaser HTML5 game into android platform ? Like electron, it will package JS files with "browser" into jar, and it can be published in the google play store ? I know people can just run in their mobile browser but this can not be published in the google play store. Thank you
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Hi all, I've been working on a JS->C compiler prototype for my thesis to help making more advanced JS games mainly for iOS without having to compromise performance due to JIT compilers not being allowed. However, to achieve really good performance this compiler has deviated a little bit from standard code semantics so I've made a small survey that i'd hope as many of you as possible would fill in so i'll have an idea of how useful it'd be in practice. If you don't understand some parts of the questions, don't worry as those are usually error prone situations and just answer the best you
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What do you recommend in order to turn an html5 game into a desktop app? I know about NW.js(formerly known as Node-Webkit) which is very popular, and about Electron(formerly known as Atom Shell). Any experiences using either of the two? Any other alternatives to recommend?
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Hi there, I have been wondering for some time now, if it is a possibility to convert my current and/or future HTML5 games to native desktop applications. I have seen that there is some chrome/webkit frames as well as some other frameworks like Adobe Air. Which should I use, does anyone of you have any experience with this?
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With iOS 8 using the new WKWebview and greatly improving app performance it caused some controversy about the fate of non-broswer wrappers. I am wondering if that caused html5 game devs to switch wrappers. If you can vote on the poll which wrapper do you currently use and why?
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Hi, Does anyone have a comprehensive list of tools that can be used to deploy HTML5 apps as a native app for mobile? I am currently aware of the following: * Marmalade Web * Intel XDK / Crosswalk Thanks Mat
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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
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hi i made a game with phaser last version it works fine in web but in mobile devices its become very slow the game is about cars and racing something like that i package it to APK with crosswalk i tried coconjs it is not working only black screen show up and then nothing please help me to solve my problem
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Anyone knows other wrapper other than CocoonJS? they have great application but their response is almost non-existent, ranged from 3 weeks to a month. Just want to know if I have a better alternative. Thanks!
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I'm new to this world, although I have already some projects using Flash. How can I make a Phaser game to run as a native app? I'm looking a lot of mobile frameworks, as I already love Flixel, I want to try Phaser. Thanks!
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Hi, here are some screenshots of my latest game. It's called Yummy Plate and it is a simple one-button casual arcade game. PLAY WEB VERSION Some technical notes (since it's a coder board) - I used the following libs: Pixi.JSTween.js (by sole)CocoonJS (for Android port) Have fun! Best, benny!
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Hi all, after releasing my first CocoonJS port using Pixi called Yummy Plate, I thought I share some experience I made with it. The experience below is based on the following versions: - Pixi.js V1.2&1.3 - CocoonJS version 1.4.4. 1.) Setting Canvas To Fullscreen Mode You have to keep an eye on what renderer you use in PIXI. WebGL or Canvas. CanvasRenderer: Not a problem - simple use e.g. canvas.style.cssText="idtkscale:ScaleAspectFill;" to scale up your canvas in CocoonJS environment. WebGLRenderer: Make sure to place all game objects in a display container which is scaled
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Web 3D Game Developers Gain Access to the Apple and Android Markets for First Time; Technology Demos This Week at GDC SAN FRANCISCO, CA--(Marketwire - Mar 25, 2013) - Ludei, the only HTML5 platform that brings native performance and features to mobile game developers, today announced it is adding 3D support to its game development platform, finally making it possible for developers to deliver WebGL 3D games to virtually any mobile device. http://www.marketwire.com/press-release/ludei-opens-door-developers-publish-3d-html5-games-virtually-any-mobile-device-1771343.htm