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  1. I have built a game in phaser (html5) , and packed it using crosswalk because the webview kit on versions below kitkat are not able to run the app properly. So I used intel xdk and crosswalk to build my apk. It worked perfect for me. But this being my first android project I am not familiar with monetizing techniques. I tried admob integration using cordova plugin , but the ads dont show up. Needed help with that. heres my index.html <!DOCTYPE HTML> <html> <head> <meta charset="utf-8"> <title>xyz</title> <script src="libs/phaser.min.js"></script> <meta name="mobile-web-app-capable" content="yes"> <meta name="viewport" content="width=device-width"> <script src="Boot.js"></script> <script src="MainMenu.js"></script> <script src="PlayGame.js"></script> <script src="PostGame.js"></script> <script src="HighScores.js"></script> <script src="Help.js"></script> <script src="about.js"></script> <script type="text/javascript" src="cordova.js"></script> <style type="text/css"> body { width: 100%; height: 100%; margin: 0; padding: 0; overflow: hidden; background-color: gray; color: white; } div#fullpage { width: 100%; height: 100%; margin: 0; padding: 0; border: 0px solid red; text-align: center; vertical-align: middle; } button { font-size: 18px; } </style> </head> <body onload="onLoad()" onresize="onResize()"> <script> function onLoad() { if(( /(ipad|iphone|ipod|android)/i.test(navigator.userAgent) )) { document.addEventListener('deviceready', initApp, false); } else { initApp(); } } var ad_units = { android : { banner: 'ca-app-pub-6128098175931507/1770967078', interstitial: 'ca-app-pub-6128098175931507/3097766271' } }; var admobid = ( /(android)/i.test(navigator.userAgent) ) ? :; function initApp() { if (! AdMob ) { alert( 'admob plugin not ready' ); return; } initAd(); // display the banner at startup AdMob.createBanner( admobid.banner, function(){}, function(data){alert(JSON.stringify(data));} ); } function initAd(){ var defaultOptions = { bannerId: admobid.banner, interstitialAdId: admobid.interstitial, adSize: 'SMART_BANNER', // width: integer, // valid when set adSize 'CUSTOM' // height: integer, // valid when set adSize 'CUSTOM' position: AdMob.AD_POSITION.BOTTOM_CENTER, // x: integer, // valid when set position to 0 / POS_XY // y: integer, // valid when set position to 0 / POS_XY isTesting: false, // set to true, to receiving test ad for testing purpose autoShow: true // auto show interstitial ad when loaded, set to false if prepare/show }; AdMob.setOptions( defaultOptions ); } </script> <style> body { padding: 0; margin: 0; background-color: #FFFFFF; } </style> </head> <body> <div id="Game container"></div> <script type="text/javascript"> window.onload = function() { var game = new Phaser.Game( 675, 1200, Phaser.Auto, "Game container"); game.state.add('Boot', xyz.Boot); game.state.start('Boot'); // Boots the game using the mainmenu.js method() which also calls the preloader() } </script> </body> </html>
  2. I am doing some comparing of mobile application options. Thought maybe someone might mention if I am way off in the wrong direction (usually when I start these threads it is more of a conversation with myself ). As it relates to using either of the deviceorientation cameras in BJS, the environment must support the 2, orientationchange & deviceorientation, window events. I cannot seem to get any direct search hits for "WKWebView deviceorientation". WKWebView is the iOS class where your html5 is embedded. I am seeing crosswalk directly supports W3C DeviceOrientation Events, so Android looks good. I am wondering if using this plugin could be done? It's callback is just navigator.compass.getCurrentHeading, that can be done on a specified frequency. It does not look like I could sub-class babylon.freecamera.input.deviceorientation.ts, but thinking it could be replicated. Cameras like babylon.deviceOrientationCamera.ts could definitely be sub-classed by changing one line in the constructor, though. Is this completely insane, because of "..."?
  3. <!doctype html> <html> <head> <meta charset="UTF-8" /> <title>M N B</title> <script src="js/phaser.js"></script> </head> <body> <script type="text/javascript"> window.onload = function() { var width = window.screen.width; var availwidth = window.screen.availWidth; var height = window.screen.height; var availheight = window.screen.availHeight; var textStyle = { font: "20px Arial", fill: "#ffffff"}; var game = new Phaser.Game(availwidth , availheight, Phaser.AUTO, '', { preload: preload, create: create, update: update }); function preload () { //game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.load.image('red','assets/red.png'); game.load.image('green','assets/green.png'); } function create () { game.stage.backgroundColor = "000000"; var graphics =,0); graphics.lineStyle(1,0xffffff,1); var box_width = (availwidth/10)-5; var box_height = (availheight/10)-5; last_start = box_width*10; last_end = box_height*10; //draw vertical lines for(var i=0;i<=last_start;i+=box_width){ graphics.moveTo(i,0); graphics.lineTo(i,last_end); } //draw horizontal lines for(var j=0;j<=last_end;j+=box_height){ graphics.moveTo(0,j); graphics.lineTo(last_start,j); } } function update(){ } }; </script> </body> </html> When I run the above code, and emulate it in Google Nexus 7 using Intel XDK, it does not show the last horizontal line (image below) On the other hand, when I emulate it in Apple Ipad (image below), it shows the complete grid perfectly (even though I need to scroll down to see the last line) Ques 1: Why is the above difference coming? Ques 2: Why is there a scrollbar coming when I am scaling the content properly? Thanks in advance.
  4. Hi, Just finished my first Phaser game - PixToy (now available for free in Play store and App store). My 10 year old daughter contributed with the artwork ;-) It has 3 game modes of which the 'gamer' mode could be challenging even for grown-ups.. it's a universal app but best played on a tablet Phaser really rocks ! Link to game site : (has links to the app stores)
  5. Hi all We are a small team and we would like to develop a turn based game similar to hearstone (simple graphics, mainly static) to be played inside a facebook frame (mobile version is not a priority at the moment but it's a nice to have feauture) We would like to make money with in-app purchase For the end user graphics we would like to develop with the intel xdk (we still have to decide the right framework phaser, cocos etc), but the real question is for the server side: a dedicated server on aws with custom development or something like any other ideas ? MT
  6. Hello people, I am currently thinking about using Intel XDK for a simple mobile game, and I would like to know how it is working out for you. - Do you like it? - Do you recommend it? - Are there any pitfalls to avoid? - Would you do your next game with Intel XDK? Thank you!