htmlgames's Forum Posts

  • I bought the epic one - it's well documented. The only thing missing is a crawl mechanic.

    Runs well too.

  • This is great work! anyone know where I can find the Effect 'Fog' by Pawel Brzozowski ? (It's the only one missing though I can still play the game)

    EDIT: found it here

  • This worked for me locally in Chome (note: not my github project):

    https://github.com/nyanim/gif-splitter

    HTH

  • You do not have permission to view this post

  • You do not have permission to view this post

  • I bought this template and think it's cool, runs very smooth with the effects too!

    Being using it as a 'learn C2', it the best way for me to learn...

    Are you still taking requests for this template?

    If so, would you add a crawl mechanic so that the hit box would allow the player to crawl along (or underneath) a 16px tunnel?

    I think that would be a great enhancement.

  • That one has 2 versions (one has (compatible) on the end of the folder). What is the final name of the folder you use for the plugins directory? (why the _ as well?)

  • I'd Check your network settings in Chrome, (proxys etc) against Safari. Also disable any addons in Chrome whilst testing.

    Note: Chrome doesn't like file urls for local ajax resources - are you hosting your app (or if locally on some webserver like tomcat) ?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I would be surprised if Nintendo will add proper html5 support (based on what they did with the Wii & Wiiu browser - unless you had their dev kit). They would most likely see it as competition against their ip.

  • Doesn't find the 'HTML' plugin when loading your capx, even though I put the _HTML & iFrame folder in the plugins folder ?

    I wonder if the issue is regarding onclick v ontouch events at a guess....

  • If you have an apk, can you not just use something like ZipSigner 2 from the play store to sign with your key?

    (I've created apk's this way in the past on other systems)

    My way of using Android studio is to get the exported folder with all the stuff generated from Cordova export:

    Below is all command line stuff: (btw I run JAVA8)

    go into the exported project folder and type cordova platform add android (make sure you installed the cordova command line package, I installed the nodejs one)

    Then had to sort out icon manually in android_manifest.xml ... find android:icon="@mipmap/screen" in this file

    copy (containing screen.png) all folders mipmap-xxxx , there's 6 of them! e.g.

    C:\Users\ACER\Download\Life Points Calculator\platforms\android\res\mipmap-hdpi

    (example manifest.xml below)

    in [apk name]\platforms\android

    <?xml version='1.0' encoding='utf-8'?>

    <manifest android:hardwareAccelerated="true" android:versionCode="10000" android:versionName="1.0" package="com.shader.effect" xmlns:android="http://schemas.android.com/apk/res/android">

    <supports-screens android:anyDensity="true" android:largeScreens="true" android:normalScreens="true" android:resizeable="true" android:smallScreens="true" android:xlargeScreens="true" />

    <uses-permission android:name="android.permission.INTERNET" />

    <application android:hardwareAccelerated="true" android:icon="@mipmap/screen" android:label="@string/app_name" android:supportsRtl="true">

    <activity android:configChanges="orientation|keyboardHidden|keyboard|screenSize|locale" android:label="@string/activity_name" android:launchMode="singleTop" android:name="MainActivity" android:theme="@android:style/Theme.DeviceDefault.NoActionBar" android:windowSoftInputMode="adjustResize">

    <intent-filter android:label="@string/launcher_name">

    <action android:name="android.intent.action.MAIN" />

    <category android:name="android.intent.category.LAUNCHER" />

    </intent-filter>

    </activity>

    </application>

    <uses-sdk android:minSdkVersion="21" android:targetSdkVersion="21" />

    <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />

    <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />

    </manifest>

    Next, BUILD apk in Android Studio

    ------------------------------------------------

    close any open project first

    import project > gradle etc.. >

    e.g Downloads\ShaderEffectsAPK\platforms

    click on Android folder (do not go into it) and import

    if any errors (see above about icon) > sort them > Clean Project

    BUILD apk (Point to your local keystore.jks, will ask for password) by using Build > Generate Signed APK

    copy apk to phone and install.

  • Maybe related:

    https://codereview.chromium.org/18541

    Basically saying not to send so many requests at once, along with some 25mb 'limit' I have seen mentioned.

    EDIT: looks like a wont fix:

    err-insufficient-resources-when-previewing-in-chrome_t118122

    <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    P.S: I had a similar issue on a scratch emulator project I was working on, and I ended up having to convert stuff using b64toBlob type functions and ajax requests that waited until that requests onload had completed.

    It maybe possible but would mean messing with the way the loader works...

  • Any Tax implications (uk)?

  • FYI:

    "Thanks, but will it still rotate between portrait modes if the phone is flipped 180 degrees?,"

    Using the android_manifest.xml way above, will disable (ignore) any rotation from the user flipping the phone 180 degrees.

  • You can also edit the android_manifest.xml directly, and add (or change) in the activity node this:

    android:screenOrientation="portrait"

    or

    android:screenOrientation="landscape"

    this will lock the screen orientation for an android app.