Appmobi

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  • Has anyone tried Appmobi? http://www.appmobi.com/?q=node/167

    They claim using it significantly increases rendering speed, physics calculations and has multi channel audio. This could solve most of the problems deploying HTML5 games on iOS.

    Does anyone know if games made with C2 need to be modified after export to take advantage of this? Could it be built in to C2 like phonegap?

  • honestly C2 could just steal aspects of it. The Appmobi engine thing is open sourced.

    If Ashley could improve on there source code then he could potentially claim it as his own {;)]. Or he could take a look at it and learn from it and then one day hopefully implement it into C2 <img src="smileys/smiley2.gif" border="0" align="middle" /><img src="smileys/smiley2.gif" border="0" align="middle" /><img src="smileys/smiley2.gif" border="0" align="middle" /> Or just steal it <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Maybe it could be used somehow after export. Not sure but apmobi also uses phonegap for ios exporting so whats the point?

  • Ashley, if you wanne see the source for there directCanvas take a look here: github.com/appMobi/ios

  • Because of their directcanvas technology - the stuff that accelerates rendering, physics, and improves audio, which phonegap doesn't have.

  • I will try it on my future games

  • I started to play around with appMobi last week.

    So far from what I have learned there are quite a few steps nothing to technical though.

    You can just drop a html5 game build into there XDK after you install it and start a new project.

    Then you need to add a script to the <head></head> tags of your index html page so that your game can call the appMobi JS library:

        <!-- the line below is required for access to the appMobi JS library -->

    <script type="text/javascript" charset="utf-8" src="http://localhost:58888/_appMobi/appmobi.js"></script>

    <script type="text/javascript" language="javascript">

            // This event handler is fired once the AppMobi libraries are ready

            function onDeviceReady() {

                //use AppMobi viewport to handle device resolution differences if you want

                //AppMobi.display.useViewport(768,1024);

                //hide splash screen now that our app is ready to run

                AppMobi.device.hideSplashScreen();

            }

            //initial event handler to detect when appMobi is ready to roll

            document.addEventListener("appMobi.device.ready",onDeviceReady,false);

    </script>

    After that you will be able to view , and test your game on the appMobi emulators that are built in.

    You also will have to provide appMobi cloud service with some graphics for a icon, loader, etc. These will all depend on what type of device you want to build for.

    Then to make a build you will have to register for a couple services, create, and provide emails but the appMobi XDK will walk you through all these steps.

    I did manage to make a successful game build, and downloaded it to my Android phone but when I ran the game the loader screen appeared then once it was loaded all I got was a black screen. The same game works with the phone gap build but not the appMobi build. There must be some more mods that need to be done to the html5 game build to make it work beyond there emulator. I will keep playing around with this maybe I will figure it out.

    Here is a link to there beginners tut:

    Getting Started

    It covers installing the XDK, and getting it all up and running. If anyone figures it out before me please post your solution here.

  • I accept the challenge!!!! <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Hmm, thanks for the info. I can't play with it myself though because I don't have a device to test it on.

  • Arima the XDK has built in device emulators to test on. The XDK also gives you the ability to preview your application on an actual device using the appMobi appLab test container. Click on the Test Anywhere icon then after your game is uploaded you can click on the Send App Link icon.

    Then the applab will send instructions on how to test your application on a device. Copy the instruction text and email it to your tester or just post it here. If they follow the instructions, your tester will make sure to download the appLab test container application, and then access the application by opening the supplied link in their device's web browser.

  • I've already looked in to DirectCanvas (the thing which speeds up HTML5 games), but coding for it is a nightmare. For some reason it isn't backwards compatible with existing code. Using it means a lot of work, possibly changing all rendering code, and it looks likely it'll break any third party plugins that draw. It's not enabled by default so using AppMobi right now doesn't get you any extra performance over PhoneGap. I tried to get them to explain why they did it like that but they just said it was the only possible way. It certainly doesn't have to be done like that on Android, so I'm not sure what's going on. Overall I was pretty disappointed, so we've been looking in to alternatives, but the state of mobile is tricky to say the least.

    It's possible some hacks may get better performance, but I was going to focus on Android 4 when it comes to my phone (due this month). Also, I think mobile performance is a problem time will fix, since I'm sure hardware-accelerated canvases and WebGL are on their way for mobiles and tablets - they're just a little behind the desktop tech. Being a small team we can't really afford to spend ages on hacks that might not work, but I think porting DirectCanvas to a PhoneGap plugin would be an interesting place to explore next.

    I tried a little side-project recently called WebGLGap which was a PhoneGap plugin that aimed to enable WebGL for Android. It worked, but was slower than Canvas 2D! I think it's Android's javascript engine is terribly slow at the moment and negates the performance benefit! So I hope that shows we're aware of the performance issue, and we are trying things, but it's a very difficult area - there are no easy fixes, it looks like all of the options will involve lots of work.

  • Drat. Oh well, thanks for the info.

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  • Ashley, yes that is disappointing. Android 4 will only be available for just a few preexisting Android phones. My phone Galaxy S is one of millions of phones that they are still selling not on the list even though the phones processor is fully capable of handling it. So much for open source, thank you Google.

    Your WebGLGap does indeed look promising. Thanks for making it open source.

    Idk, maybe I will just focus on what works for now, and just stay away from the mobile market. The way things look the millions of phones like mine will allow flash to have a long slow death. I just don't want to have to recreate my C2 games in Action Script.

  • HTML5 is supposed to be taking over AS3 and flash. Thats why i moved to C2 i was a flash developer <img src="smileys/smiley4.gif" border="0" align="middle" /> And as much as i love flash, its old technology it can't live for ever.

  • Ashley is right. At this point appMobi's Direct Canvas doesn't support commands that use the DOM. It was designed for games that are built completely within the <canvas> tag. It simply won't work with C2 games at this point.

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