If you want to use any custom font, you have 2 options:
1. (recommended) web fonts.
2. Sprite fonts.
Choose your poison ;)
I think this is what you are after...
Keep in mind with this method there will always be a tiny chance the objects will spawn on top of each other, and this chance increases as you fill the screen. That is why you have the adjustable repeat loop. An alternative would be a 'while' loop as this is dangerous as it can hang and crash the whole game.
Look into masking, this is definitely doable with just a couple sprites too.
You could possibly do it with the canvas plugin too.
Develop games in your browser. Powerful, performant & highly capable.
How to upload your game to Dropbox
Dropbox is probably the easiest way, however there is another more general tutorial here.
Not sure what you mean...
Sort of related, but I've also noticed that letterbox mode doesn't really work on mobile devices.
I wonder why you are using Phonegap at all... there are much better alternatives now, and Ashley has said himself that Phonegap is at the moment unsuitable for games.
Scirra have covered this a few times, they are not planning other exporters for the time being. However, HTML5 wrappers for exe, android, and iOS are cropping up, and should be fully integrated in the forseeable future.
That is true... However until this feature is implemented I would suspect that is the only thing to do.
You could just set a boolean instance variable, then whenever this is true, set angular velocity to 0.
Well, technically, it is working flawlessly. It just so happens that many people's situations don't require being able to hold onto steep slopes! If you think about this, any way Ashley could have implemented sliding down slopes would be unsatisfactory to some people, so it was a good move to avoid this extremely complex situation (even more so because the platformer has to put up with rotated gravity!)
here you go.
Is that what you're after? Keep in mind I didn't implement acceleration but that's pretty simple.
distance(0,0,object.physics.vexctorX,object.physics.vectorY) will give you the velocity.
— are you suggesting bullets in real time? That wouldn't give real line of sight at all... Why not just manually integrate a delay into the other method?
marcgram - is that trajectory line curved? If not, I can't think of any way to do it other than tomasabril's way. You could make these dots fade out before hitting the ground.