Knifegrinder's Recent Forum Activity

  • What kind of error do you get?

    Are you using android? If so, try software rendering instead of directcanvas.

  • Oh, I seen you're testing on ipad. I was talking about android side, so maybe I was wrong cause I'm not so into iOs things. From what I remember CocoonJS currently doesn't support retina screens on ipads (only iphone on the current release but support is planned. Read here) , probably this is your problem.

  • You may disable mouse emulation on your touch object, check if the first action done by the player (ex. start screen) is from a tap or a click and then set a global value that activates one of your two control systems.

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  • You may find this thread useful.

  • BTW, I never seen razor sharp text on cocoonjs. I took a look at your screenshots in the previous post, and I think that you have already reached the maximum sharpness achievable on cocoonjs.

  • How strange! I opened the firefox developer bar to investigate your issue and... controls started to work correctly.

    EDIT: Another strange thing... Even closing firefox and reopening it controls are working fine now... I finished your game with a 6505 score.

    On Chrome there's no way to get controls working.

  • I exported to html5.

    Do you mean the "HTML5 website" option on the dropdown export menu? If so you have to choose Phonegap.

    If you are compiling your app through eclipse you may check your logcat window for errors playing your game with usb cable plugged in (if you don't see any error set log level to verbose and search for some strange behaviors on your log)

    If you don't see any window called logcat you can make it appear with window -> show view -> logcat

  • I don't believe windows 8 phone will improve the market share, there are 3 potential mobile marketshares are: Android, iOS and Blackberry.

    Obviously, Blackberry 10 will come out in 2013 which could beat Windows 8 phone

    IMHO Windows phone 8 will sell a lot more than BB10, but it's only my sensation. Anyway, $8 for a developer account... it's really a good deal comparing to apple policies.

    Now if you could only find us a deal like this on a new Windows 8 phone, and a desktop and tablet windows 8 developers license <img src="smileys/smiley36.gif" border="0" align="middle" />

    There's a low cost HTC model (8S) with windows phone 8 planned. This may be a good platform test device.

  • It's been a long time since the last update...

    Clyde is doing really well, soon I'll be a able to post a trailer to explain the gameplay. In the meantime here's some music...

    [TUBE]8tbvdQB7uNY[/TUBE]

  • Google Play' Own Apps (intalled) page do not contains the CocoonJs Launcher.

    Yesterday CocoonJs launcher has disappeared from google play... this may be the problem.

  • I'm excited... From what I hear Canvas is 100% hw accelerated on windows phone 8 and this means outstanding performance (but I guess there will not be webgl effects support).

  • Tobye

    Maybe I'm wrong, but Xperia devices use a different webview than every other android phone.

    Standard webview on android is rendered by cpu, on xperia is rendered by GPU, AFAIK this may be the reason because on accelerated canvas every non power of 2 element use more memory than a software rendered canvas.

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Knifegrinder

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