chrisbrobs's Recent Forum Activity

  • MobiOne and Phonegap

    At this time MobiOne PhoneGap support consist of an extended iPhone emulator capable of recognizing and executing the web source code of a PhoneGap application. The iPhone emulator provides an implementation of the PhoneGap version 0.7.4 (v20090810) API. The implemented API consist of:

    Geolocation

    Accelerometer

    Vibrate

    Database

    Custom Alert

    Prompt

    Beep

    Activity UI

    Read more

  • Great tool for testing your C2 games (Mobile targeted)

    MobiOne Test centre (Windows based iPhone, iPad emulator)

    <img src="http://dl.dropbox.com/u/22173473/MobiOne%20pic.png" border="0">

    Basic 'How to use' :

    1, Start the Test centre

    2, Select iPhone or iPad...portrait...landscape

    3, Enter the URL of your game   eg (http://dl.dropbox.com/u/22173473/PLANE%20CRAZY%20DROP%20BOX/index.html)

    4, Test your game.

    Tools Included: View source, DOM inspector, Resource Monitor, Profiler, Debugger, Design centre.

    Also features a Design centre for creating Native IOS applications.

    "BUILD ON WINDOWS; NO OBJECTIVE-C OR MAC REQUIREMENTS

    The traditional approach to iOS application development requires developers to create their apps using Apple?s Objective-C programming tools and Macintosh(tm) hardware. MobiOne runs on your Windows OS (Win7 to XP) hardware and offers developers an alternative cross-platform programming model based on HTML5 open web standards and virtual device services, e.g., contacts, camera, audio... Native iOS applications are created using MobiOne AppCenter?s build services, which package your mobile web application into a native iOS application with full access to native iOS services."

    Downside.....128 meg download.....15 day trial

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

    Website link

  • Ok...tried it and it does not work.

    Anybody know how I can get it to work?

    Edit 16.55

    Sorry it DOES work using 'HTML_iFrame_Pode' Plugin.

  • chrisbrobs: In short yes, r79 introduced a fix to the chrome keyboard bug but caused other types of bugs in the process.

    R79.4 has fixed all introduced bugs, and for the iframe problem, it deactivates the "chrome fix".

    This means now iframes games receive the keyboard controls, but the "sticky key bug" can happen when using chrome.

    The sticky keys bug should be fixed in chrome 18 if all goes well.

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

    Thanks Kyatric.

    So just to be clear, if I have an 'HTML_IFRAME' object in my App that contains a link to a game stored in my Dropbox account using:

    "<iframe width=""480"" height=""320"" src=""http://dl.dropbox.com/u/22173473/biplane3/index.html"" frameborder=""0"" </iframe>"

    1, Will the game be playable in my App ?

    2, If the answer is yes, will it work in preview mode ?

    <img src="smileys/smiley9.gif" border="0" align="middle">

  • If you exported between r78 and r79.4, keyboard input won't work in an iframe.

    Is this a bug, or intentional?

    (Sorry my knowledge is a bit sparse on this subject)

  • Here's some pages that might help:

    Solving the Screen Size Problem with HTML5

    Read

    Supporting Multiple Screens

    Read

    Targeting Screens from Web Apps

    Read

    How to Make an HTML5 iPhone App

    Read

  • The Reality of HTML5 Game Development and making money from it:

    LINK

  • Idd, I thought using animation wouldn't work out allright but it did. Just one quick question though, how did you figure out the positon Player.Y-60 for the object to be created there?

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

    Its the difference between 'Marios' image point, and the 'Box' image point.

    If Mario is 100px high, and the box is 100px and both have centered image points, you would use player.Y-100...I think?

  • ,

    Thanks a bunch, this will give me a lot to play around with.

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

    As the example shows, you are better sticking with the 'platform behaviour' for a platform type character(physics is a not ideal)

    Mixing the behaviours on a object will result in problems.

  • Yeah sorry about the second post, but I thought I would have to use another way. I didn't get to far through the documentation today, but I used some of the tips I got and this is what I have so far: dl.dropbox.com/u/23570533/Game.capx

    I stopped combining Platform and Physics for the "Player" sprite and will just use events to trigger simple movement.

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

    Try it this way:

    Throw box

    Left click to pick up the box.

    Release to throw.

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  • Just finished the 3rd tunnel...Whoops.

    <img src="http://dl.dropbox.com/u/22173473/tunnels.png" border="0">

    PLAY T1

    PLAY T2

    PLAY T3

    (Click the buttons to change the graphics effects)

    You guys might as well carry on develping your projects, Ive only got as far as the above examples.

    I will probably start start on something else in the next hour!

    Click the buttons to change the graphics

    <img src="smileys/smiley1.gif" border="0" align="middle">

  • Problems with your project:

    1, The Box uses the Physics behaviour, Mario uses the platform behaviour.

    Objects that use physics only interact with other objects that use Physics.

    2, Your Mario Sprite is too big ( I think it it was about 400x300 scaled down to its current size) and the box is only about 70 x 60)

    You really need to spend a few hours reading through the manual, or doing some of the tutorials!

    See Kyatric's post (above) for some links.

    Good luck

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chrisbrobs

Member since 10 Aug, 2010

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