Joannesalfa's Forum Posts

  • Actually, I just read Google's docs for their service and they require that the game is built with Flash: "You can only integrate AdSense for games on web-based Flash games." Can't say for certain if that's still valid in 2012, but that's what it says.

    -1 bad point for Google.

  • Nevermind, it worked

    "rgb( "& R &" , "& G &" , "& B &" )"

  • Hello, i would like to know how to make animated color with fill canvas

    i made 3 variables, R, G and B, each one add 1 value per 0.5 second.

    Then Every Tick, Fill Canvas with Color are "rgb( 'R' , 'G' , 'B' )" and it didn't work, do you have idea how to fix it?

    Thanks!

  • Joannesalfa - I tested the d&d example you sent. I found that in the XDK, the movement of the dragged object is very choppy however when I did a build and tested it on a device it was much smoother. So that's good.

    I'll let our xdk devs know that it seems to be choppier in the xdk then on device.

    Good one! i was excepting DirectCanvas could be better than Safari iOS 6, but it didn't make a big difference.

  • If you notice green arrow on icon it means trigger, it won't keep moving.

    Replace on touched object to Is touching object

  • What are differences between official AJAX plugin and AJAXPost plugin?

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  • pm sent

  • tap I managed to change orientation and get picture via camera with lower quality, it worked like a charm!

    Actually, one thing which could bother us... drag and drop

    Drag and drop performance on appMobi resulted is very poor while the background animation goes FPS as well like 30-60 fps, but i drag an object doesn't response and sync is pretty slow, it acts like 5-10 fps.

  • Oh, the reason it's not working is you're using letterbox scale. If you switch it to scale it works. That will require you to make your own black borders, though.

    Yes, it worked if is scale.

    However, is there a workaround for no fullscreen and letter box versions?

  • Ok, will do to reduce the quality of the image. Otherwise, if it still freezes, i will send you a .capx

  • If anyone makes damaged VHS effect, it would be great awesome!

  • I've researching on videogame development sites, i found an useful info why would use svg and css as vectors for HTML5 games.

    SVG is supported in HTML5; whether the browser your player is using supports it is a different story. Depending on your needs you should check out RaphaelJS. Raphael provides SVG-like support for IE by switching to VML when rendering for IE. Raphael provides a lot of functionality including animations and Cufon font support. It's definitely worth a look. Since SVG is a part of the DOM it is pretty simple to attach DOM events like "click" and "hover" to the created SVG elements. This might make SVG more suitable for HUD-type displays rather than animating sprites, etc. You probably have a lot of testing ahead of you to determine the relative performance characteristics of SVG versus canvas, however. Straight DOM manipulation will probably be the worst of the bunch. As you change things in the DOM the browser's layout engine will recalculate the layout of the page to accomodate your changes which will probably kill your game's performance. If you have to go this route, prefer CSS (especially CSS3-specific features like transformations and keyframing).

    What do you think?

  • CocoonJS doesn't support accelerometer yet, we have to wait when they release new version

  • Too much to work, you should explore here and experiment your apps