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Hi, I hope you are doing well! It is with joy that I share with you the game GravytX The Gravytoid! (The game should have been released 4 years earlier but due to some technical constraints it was delayed!) Trailer (Click on the image below): About the game: Play as GravytX an alien who has the ability to control objects remotely and manipulate gravity. Travel the universe to save the peoples who are under the domination of the Vodouas (Malicious beings who want to conquer the universe) and bring peace to their Planets. • Here are some surprises that await you on your travels: - Several Planets to discover - Diverse and fun levels - Gameplay mechanics unique to each Planet - Fun puzzles to solve - Multiple Bosses and Mini-bosses to challenge! - And many other things to discover (We are not going to reveal everything to you anyway!) • Note that the game supports Gamepads! Get ready to experience adventures beyond human understanding! Game link: Web (HTML 5) version Have fun and have a nice day!
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Hello, Are you looking for best game outsourcing service to help you developing your own mobile game, mobile app? TriasCG is one of the famous game art outsourcing companies in China. TriasCG is based in Chengdu, which is one of the biggest cities in southwest of China. Since established in 2010, TriasCG has cooperated with several top-rated game studios, such as Starbreeze, City Interactive, Mail ru., Disney, Tencent, ect., by offering 3D character Art (both in next-gen and hand painted styles), 3D Props and Environments, 3D Weapons and Vehicles, 3D Animation, 2D Concept, Unity for Virtual Reality. We are great interested in a long-term cooperation with your studio, and provide high quality game outsourcing service for your request. We will always support your project by our best efforts. If you are interested in any kind of collaboration or need more information, please contact us at [email protected]. Thanks! TriasCG
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Hi Everyone, Just wanted to show my latest HTML5 game here this is my 4th Official app release and my 3rd official game release! "Safemoon to the Moon" is an arcade style game where you shoot objects falling towards you, Featuring 5 unique bosses. I created this game because I was inspired by the large number of ponzi schemes that are in the crypto currency community. This game is a play on all the social "memery" that goes on in getting amateur investors to not sell their assets so that the original investors can get out before said ponzi collapses. It showcases memes such as "diamond hands", "HODL" iOs Link: https://apps.apple.com/us/app/safemoon-to-the-moon-crypto/id1625787138 Android Link: https://play.google.com/store/apps/details?id=com.ianhogers.safemoonmoon The concept of the bosses came into play after thinking of how I could make the game harder and thinking about how all these ponzi's always say they will overtake the larger market cap projects (that have been around for years) I had this project sitting on the sideline for almost a year when I started picking it up again. Technology used: Svelte Cordova -> Capacitor Game Engine / Core loop - Custom Collisions - 2d collision library I would have a website link but my website build is broken (gatsby ) Let me know what you think! (Good and bad!) Kind Regards, SanCoca
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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
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hi. i can draw my game with chrome or explore but safari can't use fullscreen function like requestFullscreen( how can i draw fullscreen with safari
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- fullscreen
- ios
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Hi, its my firsh HTML5 game, I made it after playing PIxel Dungeon : ) For UI i used react.js. Gameplay part is canvas+js. No any other frameworks. Maybe for next my game ill take phaser. : ) Features: 8 bosses about 25 enemies items with random generated properties random generated levels You can play it here: https://pixel-cave.com About any bugs you can report me in game menu. : ) I've fixed some bugs, reported via these menu already.
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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)
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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. [email protected] 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.
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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.
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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.
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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! ?
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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/
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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!
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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.
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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.
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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
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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?
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- performance
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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 !
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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 (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.
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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:
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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.
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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?
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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
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Hi everyone, I'm Jak. I has been working with game developers for several years. I have written music in many styles for a wide range of games: Arcade, Action, Adventure, Casual, Puzzle, 8bit/chiptune. I also created songs for video presentation for your video. You can hire me through this https://www.fiverr.com/jaksanapong/create-original-music-loop-for-your-game-or-video Otherwise you can check out my Royalty Free Music here. https://www.pond5.com/artist/jaksanapong#1/collections How does Royalty Free work? It's easy. You just buy them for one time and then you can use them for all of your commercial project without any additional fee. Here is my portfolio https://soundcloud.com/rockman154-1 PS. If you're not comfortable with hiring me through a platform, you can directly message me or email me here [email protected] and we'll figure out the best way to work together I'm really excited to work with you guys Thanks JAK
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Hello my friends! I am working on a simple game for kids that consists on a screen with objects that will produce sounds when they click or tap it. OK, I already made all needed adjustments to make it work well either on desktop computer browser as well on Android mobiles. For testing it on Android I used the debug mode of Chrome keeping an Android mobile hooked to the computer through an USB cable, then I could run it directly from my localhost (PC with Windows 7) that is very convenient: just change the code, save it and refresh the page. To make it happen I had to activate the 'developer mode' on my Android mobiles. Now it's time to tweak it to make it work on iOS platform also. I have two iOS gadgets (an iPhone 4 and an iPad 2) but I do NOT have a Mac. Now, how could I hook the iOS mobiles to my PC in a similar way I did to Androids in order to make my tests? I am afraid that there is NOT a way of doing this and that I will have to test my code with the exhaustive task of upload files to a live host and then load it back to the iPhone/iPad through Internet — that is very boring and time consuming. Please any input will be very welcome!