foozaka Posted May 10, 2013 Share Posted May 10, 2013 Hi guys,Great and impressive work! Maybe it is obivius, but I have a questions:what way is better to pack game based on html5/js/pixi.js into native mobile environment (ios/android)?cocoon.js? self-writen webview? something else? Thanks a lot! Quote Link to comment Share on other sites More sharing options...
Mat Groves Posted May 11, 2013 Share Posted May 11, 2013 To be honest I havent packaged many html5 games yet. But I'd choose cocoon.js. I have had a little play with it and it seems pretty rad.. plus it has webGL implemented foozaka 1 Quote Link to comment Share on other sites More sharing options...
foozaka Posted May 27, 2013 Author Share Posted May 27, 2013 http://www.goodboydigital.com/to-dom-or-not-to-dom/there is my benchmark. Its awful ) Anybody can help me to deal with it? I think im doing somethin wrong, but cant understend what exactly. Quote Link to comment Share on other sites More sharing options...
Joss Posted June 6, 2013 Share Posted June 6, 2013 I tried packaging my game in an Android app using a webView (I used Eclipse) but it ran so slow it was unplayable, but on a browser on the same phone run off the web it was fine. Apparenlty using a webView on android is too slow, haven't tried iOS app with a webView yet. Also tried CocoonJS using the iOS launcher app to test my version of the game online but all I got was a blank screen, though it seemed to be reporting fps the wholetime. Quote Link to comment Share on other sites More sharing options...
Joss Posted June 6, 2013 Share Posted June 6, 2013 Also tried to run some of showcase games through the CocoonJS launcher and they had a blank screen too. Just realised if you click the FPs counter text, you get a list of all the errors and other usefull info. It appears there were errors relating to the text I was adding though pixi.js, after removing these the intro screen of my game started to work, but I could not tap the 'play' sprite to start. Checked the errors again, and this time they relate to the touchstart, touchend, (tap) event handler but obviously if I remove those, won't be much point. Any ideas? Anyone else got a game using pixi.js to work with CocoonJS? foozaka 1 Quote Link to comment Share on other sites More sharing options...
foozaka Posted June 6, 2013 Author Share Posted June 6, 2013 Also tried to run some of showcase games through the CocoonJS launcher and they had a blank screen too. Just realised if you click the FPs counter text, you get a list of all the errors and other usefull info. It appears there were errors relating to the text I was adding though pixi.js, after removing these the intro screen of my game started to work, but I could not tap the 'play' sprite to start. Checked the errors again, and this time they relate to the touchstart, touchend, (tap) event handler but obviously if I remove those, won't be much point. Any ideas? Anyone else got a game using pixi.js to work with CocoonJS? Blinking is appear if you try to use "screencanvas".I dont know why)Try to use usual "canvas" this you usevar canvas = document.createElement(navigator.isCocoonJS ? 'screencanvas' : 'canvas'); this you should use to avoid blinkingvar canvas = document.createElement( 'canvas' ); Quote Link to comment Share on other sites More sharing options...
Joss Posted June 6, 2013 Share Posted June 6, 2013 Pixi.js does that bit, I'm pretty sure and It seems to use the syntax you've suggested anyway! I'm more interested in how I can modify it to work with CocoonJS, otherwise I'll need to re-write it using something else I guess. Quote Link to comment Share on other sites More sharing options...
ipop Posted June 7, 2013 Share Posted June 7, 2013 There's a "branch" here, to make ejecta work with pixi but doesnt work with latest version of pixi.js hthttps://github.com/GoodBoyDigital/pixi.js Quote Link to comment Share on other sites More sharing options...
jbeach42 Posted June 12, 2013 Share Posted June 12, 2013 Just realised if you click the FPs counter text, you get a list of all the errors and other usefull info. It appears there were errors relating to the text I was adding though pixi.js, after removing these the intro screen of my game started to work, but I could not tap the 'play' sprite to start. Checked the errors again, and this time they relate to the touchstart, touchend, (tap) event handler but obviously if I remove those, won't be much point. Any ideas? Anyone else got a game using pixi.js to work with CocoonJS? I had a little word from @k4rliky on Twitter today about the same. Apparently the touch issue should be fixed in the next Cocoonjs build: Quote Link to comment Share on other sites More sharing options...
Joss Posted June 13, 2013 Share Posted June 13, 2013 Cool, excellent news Quote Link to comment Share on other sites More sharing options...
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