Joannesalfa's Forum Posts

  • Also, there a bug someone uses Chrome, when you click button which requests fullscreen, it appears transparent margins. Then press F11, goes to fullscreen, doesn't appear transparent margins... :S

  • The existing export for HTML5 website is already suitable for iOS web apps. Generally you don't want to take anything away either (like ogg or WebGL support) so your web app can also work as a web page for browsers, and also in case future versions of iOS support it.

    Yes, but it's limited because it's only for desktop, not mobiles.

    Sometimes i edit HTML to add meta tags, home icon, functions, etc. when i try to update the game, i need to redo meta tags, home icon, etc. is still annoying, do you agree?

  • I told that to Ashley and he doesn't believe us

  • Take a look, it's using scale

    http://i.imgur.com/nL5nH.jpg

    It appears purple background which the canvas is not really stretched for wide screen monitors.

    CAPX:

    http://dl.dropbox.com/u/76227787/fullscreen_not_stretched.capx

    Isn't there an option to make 100% scale?

  • Also remove other user agent codebase, except for webkit

    This meta tag allow us to define a different title for the Home Screen icon.

    <meta name="apple-mobile-web-app-title" content="My App Name">

  • It's based from Export to HTML5 Website but designed for iOS 6

    It's an idea it could export to any iOS 6 devices.

    Features:

    -Do not export .ogg sound files because some developers are having this issue that cannot play the sound, there a workaround just delete .ogg files and it works now.

    -Remove WebGL codebase, because most iOS devices do not support webGL. (it's already implemented but disabled, maybe iOS 7 or we never know)

    -Full screen support on landscape, it's possible idea if the user changes orientation to landscape could set scaled fullscreen.

    -Smart app banner, another optional idea, when you browse a web that has a related native application, Safari can show a banner inviting the user to install or open the native app. If you already published app on app store

    -Device detection, another optional idea, it could help to get callback if is on iOS device.

    -Animation Timing API, i don't know if Scirra has implemented animation timing API, it helps which means less CPU, GPU, and memory usage, leading to much longer battery life.

    If you have some good suggestion for these features, you can add new ideas whatever we need.

    What do you think?

  • It makes me wonder how it works

  • Thanks, i will learn how to use this plugin

    Why don't you use dropbox? they give you 2 gb free for all years

  • Hello, can you fix broken links to download .capx?

    Thanks!

  • Flash fanbois

    They never realize why Flash can't run on mobiles and are unstable on mac and linux.

  • Don't you just need to enable a 'fullscreen in browser' setting?

    The problem is it doesn't stretch 640 x 480 to widescreen monitors, it leaves canvas background color on right, if the unbounded scroll is off and 2 spaces between a canvas, if the unbounded scroll is on

    I've tested with fullscreen using project settings and browser plugin (weird, i've seen transparent margins on Chrome)

    let me know if is not possible.

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  • Well ... Same as If it was on mobile device , you could scale and make your background bigger so it could scale easily ...

    I think you don't get, there is a pic what im talking about:

    <img src="http://i.msdn.microsoft.com/dynimg/IC561701.png" border="0" />

  • I was wondering how to fit the monitor when is on fullscreen, it would look like stretched canvas, is possible?

  • That's awesome!

    Unfortunately i have no mac, but i will get a mac mini soon!

  • A loop is unavoidable. You could unroll the loop and make more events to check each letter of the text but you would have to repeat the events the max number of letters you want to handle. The end result would be a bunch of repetitive events that are hard to maintain, only handle a maximum number of letter, and would likely end up performing the same.

    Oops, i believe you're right, anyways i see what i can do if switch group on/off while the spritefont is executing.