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Found 16 results

  1. I am looking for someone that can build / brand an HTML 5 game that can be used on our website during Christmas. We may build several games.
  2. Hey guys, I want to navigate the camera with the touch features from smartphone/tablet. Neither ArcRotate,Free or Touch-Camera works. Is Hand.js necessary? <!doctype html> <html> <head> <meta charset="utf-8"> <title>Babylon - Basic scene</title> <style> html, body { overflow: hidden; width: 100%; height: 100%; margin: 0; padding: 0; } #renderCanvas { width: 100%; height: 100%; touch-action: none;
  3. Hey guys! Today I'm super excited to announce the live release of our first Phaser game, ROBO! You can get it for free on the Apple and Play stores! Link to the game in the Play store : https://play.google.com/store/apps/details?id=com.robo Link to the game in the App store : https://itunes.apple.com/us/app/funtardz-robo/id1133435793?mt=8 Also we wouldn't mind if you gave us some likes / follows ^^ Facebook : https://www.facebook.com/ROBO-1372016872814241/?ref=settings Twitter : https://twitter.com/roboteamoffici1 It's been really challenging building th
  4. Hi everyone, we're new to the forum so first of all I think it's a good idea to introduce KaiserGames a little bit and show you guys what we're doing. We're located in Cologne, Germany and it all started with creating our own flash games portals around 2005/2006. Our first portals have been KralOyun.com and SpielAffe.de. Both became the market leader in their respective countries (Turkey and Germany) rather quickly and maintain this position until today. We run a couple of other games portals in different languages, but these two are mainly the pillars of KaiserGames' success. Since late 20
  5. Hi, I'm developing a small HTML5 game for mobile and tablet. I am not a very seasoned coder. so I hope somebody can help me out here. I want to make the game fit the screens of different mobile and tablet platforms. How do I do that the best? Here is a link to an early prototype of the game, without any attempt for it to be responsive http://christianlaumark.dk/codeShop/shopProto1_5.html. Thanks in advance!
  6. I can post some code if needed but, when testing my game on a Nexus 7 tablet whenever I press a button it stays in the down state, never returning to the out state. This situation doesn't occur on my Xperia V phone or on Google Chrome.
  7. Hi there, i'm facing a weird problem. I'm using a sprite to display an image (1280px * 80px). The available are to show the image is shorter than image. At this point, i compute ratio between image size and area size to get the initial scale factor for sprite. When i run the game on my computer with Chrome, in "tablet mode" with a screen size of 1024*575px (same size as my samsung tablet), the image is fully displayed. I'm happy (Droopy style) When i run the game on my tablet (Samsung galaxy Tab 3 7.0), the image is a bit bigger and is not fully displayed. I log all values (elements siz
  8. So I'd like to test my Phaser app on a tablet. Given that I have been testing it on a web browser, I assume device resolution is going to be something to take into account. Can you please let me know what is the fastest way to test my app on a tablet? What should I take into account when I am coding for multiplatforms? Anyone here used Ionic framework? It comes with Cordova and usually the latter converts the HTML5 app to a non-native smartphone/tablet app and handles the responsiveness. So I don't have to worry about device resolutions and whatnot. Is there anything similar for Phaser o
  9. Hello All, This is my latest game called "Mind the Gap". The player needs to throw the disk and reach the end of the game area while avoiding the moving blocks. Here are some screens: And the live game: http://netgfx.com/trunk/games/mindthegap/ I hope you like it. Let me know what you think!
  10. Hello folks! I'm developing a project which consists of a canvas and a set of menus and navigation tools to navigate into the scene. The project must be available both on desktop and tablet devices (not mobile phone). I have no problem with the desktop version of the project, but the tablet version causes some weird bugs I couldn't fix for now. I test the mobile rendering of the website on Google Chrome Developer Tools with device mode activated (Google Chrome version: 41.0.2272.101). The problem is that, on viewport resizing, the canvas won't resize properly when the width of the viewport
  11. Hello everyone! Just joined the nice community here, and wanted to show off my JS13k game to anyone interested! http://js13kgames.com/entries/compact-conflict It's a Risk-like strategy game with simple rules and hard to master gameplay. Single- and multi-player, works on most modern browsers and tablets I could get my hands on. Any feedback appreciated! Obligatory screenshot: If you're interested, I also wrote an in-depth blog post about the AI implementation for the game, which turned out to be a challenging thing to do inside a few weeks of development: http://wasyl.eu/game-desi
  12. TouchTheBeat is a game for tablets and other touch-enabled devices currently in development. Alpha 1 was just finished and can be playtested here: Play Alpha 1 TouchTheBeat is level-based. Each level consists of a song from SoundCloud and a composition of gameobjects. The more rhythmically accurate you interact with the gameobjects, the higher your score will be in the end. The game comes with the ability to create and share your own levels. You can find more information on TouchTheBeat in my blog post here: http://coloreddrums.de/touchthebeat-alpha-1/ Due to the fact that this is A
  13. I have been trying to make my game responsive. One major issue is that when you doubletap on tablet it adjusts the screen size. I used this fix: <meta name="viewport" content="initial-scale=.7, user-scalable=no"> And it resizes it fine for tablet and desktop, but not for mobile. Is there a way to code a double-tap event listener that will eliminate the resizing feature instead?? btw, my game: http://5ermash.com/creditevaders3.html Thanks!
  14. * update 18/11: fixed audio bug in newer versions of Chrome that would break the game * Hey all, A couple of years ago, we (Pure Communication) made the Kaatje website: a Flash website for little kids that is linked to a live-action TV show. Now we just finished the tablet friendly HTML version, using Pixi.js! You can check it out here: Kaatje - Click here to play Here are some screenshots: [ Homescreen, with links to 4 games on top. More games will be added in the near future! ] [ Shoot those balloons, but don't shoot Eendje (Ducky)! ] [ Kaatje at the farm. Click around to
  15. Hi everybody, I'm looking for feedback for my new game called "Flipping Jellies" About the game : Flipping Jellies is an puzzle game, which will stress your brain a bit. Objective of the game is to order jellies to desired form by swiping them. Game have two different resolutions (320x480 and 640x960), thus is playable on the wide range of mobile devices and of course on desktops too. Tech info : - as the rendering engine was used fantastic pixi.js library, thank you - http://www.pixijs.com/ - thanks to pixi, game is capable to run in WebGL mode when available, with canvas fallback -
  16. Hi all, I'm currently building a reusable framework in GameMaker Studio that deals with scaling and orientation on mobile and tablet devices, that I can build all of my future html5 games on. All of my games will be made at either 320x480 or 480x320, and I plan to offer them to sponsors and portals. When dealing with devices with a screen resolution of 320x480, such as iPhones, displaying the game at 1:1 ratio will mean that a portion of the game at the bottom will not be visible under the browser bar, and so would be filled with a logo or filler graphics perhaps. The issue is that bec
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