Joannesalfa's Recent Forum Activity

  • 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

  • I added an event: windowwidth>windowheight well it didn't work, in that case is using letterbox scale

  • Hey all, i need a help how to compare orientation, if is portrait mode, it should pause the game, otherwise if is landscape mode, it can continue the game.

    Is for browser, not native mobile apps.

    Thanks!.

  • Also i want to comment about camera roll, when i upload a picture to sprite, sometimes it freezes the device and i press home button, it was crashed, tested on ipod touch 4

  • Thanks i hope this issue will be fixed soon!

  • Right now it's probably best to go to AppMobi for support, we haven't tried it ourselves so they're the best people to help you there.

    I think there tends to be a small developer fee for two reasons:

    1) keep out 'script kiddies' who just want to mess around - they won't bother if it costs them money, and

    2) keep out viruses and malware, since if anyone submits any, they've got the author's payment details which is a great place to track someone down!

    TBH if you're serious about app development $99 isn't a big hurdle, it's more there to keep the wrong people out IMO.

    Not really, The reason why corporates want money to the developers that could reduce the saturation of apps are waiting to be approved, so it happened like Steam Greenlight.

    There a lot of apps are fraud, jokes, chinese copy cat, etc. are on app store from Apple.

    Besides script kiddies, virus and malware apps can easily be rejected by corporate staffs and ban their IP who published apps, no need to ask the fee. The reason is the script kiddies are enough stupid to pay fee and publish malware apps, then get banned and lose account.

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  • That was immature

    mystazsea you made a good point, every person who is impatient and ask support with haste couldn't help him to develop better.

    Being a developer needs patience.

  • Hey tap i need to confirm, did you get my .capx via PM?

  • What about the new WebGL effects? Will Cocoon make these available for mobile devices? I'm wary to use them if they only work on a desktop. I'm wanting AdjustHSL, which doesn't seem terribly intense of an operation. Then again I have no idea how the internal workings of mobile devices operate.

    Possibly for future, Blackberry 10 supports WebGL effects on mobile.

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Joannesalfa

Member since 8 May, 2011

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