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Showing results for tags 'landscape'.
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Hi everyone!, I've just started to use Phaser's framework, so I don't have enought knowledge about it. I did a game (test it here), it works well on pc's browser. The problem were when I tried to do it mobile friendly. I tried to do that (on boot's state): if (!game.device.desktop) { game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; game.scale.refresh(); } When I test it in my phone (portrait mode) it works good . The problem is when I rotate the screen (landscape mode), it doesn't scale well(I can't see the bottom). Portrait view: Landscape view: (I can't see the bottom) What is the problem ?? Thanks!!
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Hi, I am creating my first game for the web (I created for android with CocoonJS) and I find the problem of the orientation of the device, my game is in landscape mode, and I watched that "there can be locked to a single perspective "you should listen and react to the event, but really do not know how to implement it, and try cSS, someone has a method that works (please, no phaser) only JS.
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Hi friends! Could you please help with a couple of questions? What is the correct way to handle the scale in landscape mode with CocoonJS? (I greatly appreciate some code sample).What size images advised for multiple platforms and how these are load depending on the screen? (I greatly appreciate some code sample). I did a presentation: http://slides.com/juandavidnicholls/juegos-en-javascript#/ I have a group on facebook: https://www.facebook.com/groups/javascriptgames/ The next week I will publish a good article of Phaser in my blog: http://www.nicholls.co/blog Any help will be much appreciated, Thanks in advance, Nicholls
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- cocoonjs
- scale mode
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Hi guys! I want to write an article on my blog about how to compile a game made in Phaser to CocoonJS in spanish... And I would like to know what you recommend? (Specifically to scale the game to Landscape mode) Thanks!
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Hi everyone, I'm developing a simple runner game, and I'm wondering what is the best way to implement endless landscape with curved track in Babylon.js. I've read a lot of articles about this, and figured out which techniques to use, but I still cannot figure out how to bring these things to work together. There are several main problems: 1. Generate the landscape 2. Generate the curved track 3. Hide the next landscape prefab so the player wont be aware of the generation process 4. Connect the generated prefab to the current landscape in way that will give a smooth transition. As I understand the best technique to use for the landscape generation is height map based on Perlin Noise generated texture. The question is how can I generate two ground meshes which can connect smoothly each to other. Is there any way to apply constraints on Perlin Noise algorithm? As for generating the track I thought about extrusion based on Bezier Curve points, but again, how can I generate it on the generated landscape? Finally I came to the conclusion that the best way to hide the generation of the next prefab is the turns along the track. I thought about track with hills next to both edges (in other words, the track should be a kind of canyon), and before the transition to the next prefab there should be a sharp turn which hides the prefab. Although a can think about "how it should be implemented" theoretically, a still cannot figure out how can I bring these things to work together. Any help would be appreciated!
- 4 replies
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- track
- procedural
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I would like my device always display mode landscape the game that I do with phaser, ie that no matter what position move the device, my game always see in landscape position, the question is phaser has some functionality for it? . otherwise as always manages to force the game in landscape mode
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In a scenario where you have a mobile game designed for landscape but the user is holding the phone in portrait (or vice versa), i'd be interested in opinions on whether it's preferable to... A) pause/hide the game and display a message requesting user rotate device to correct orientation resize + reposition game regardless of orientation (allowing game to appear pretty tiny in the wrong orientation) C) something else (rotate all game assets 90 degrees to fake an orientation lock?)