X3M's Recent Forum Activity

  • StillSarah Also set Use HTML Elements to False in the controller plugin properties tab.

  • Here is the fix for the scaling issue ( after several tests with ) :

    1- Open your controller.html

    2- Replace this portion [Line 4 to Line 40] :

    <meta charset="UTF-8" />
    	<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1" />
    	<title>Whatever you have</title>
    	
    	<!-- Standardised web app manifest -->
    	<link rel="manifest" href="appmanifest.json" />
    	
    	<!-- Allow fullscreen mode on iOS devices. (These are Apple specific meta tags.) -->
    	<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0, user-scalable=no, minimal-ui" />
    	<meta name="apple-mobile-web-app-capable" content="yes" />
    	<meta name="apple-mobile-web-app-status-bar-style" content="black" />
    	<link rel="apple-touch-icon" sizes="256x256" href="icon-256.png" />
    	<meta name="HandheldFriendly" content="true" />
    	
    	<!-- Chrome for Android web app tags -->
    	<meta name="mobile-web-app-capable" content="yes" />
    	<link rel="shortcut icon" sizes="256x256" href="icon-256.png" />
    
        <!-- All margins and padding must be zero for the canvas to fill the screen. -->
    	<style type="text/css">
    		* {
    			padding: 0;
    			margin: 0;
    		}
    		html, body {
    			background: #000;
    			color: #fff;
    			overflow: hidden;
    			touch-action: none;
    			-ms-touch-action: none;
    		}
    		canvas {
    			touch-action-delay: none;
    			touch-action: none;
    			-ms-touch-action: none;
    		}
        </style>[/code:3xqgoayx]
    
    With this : 
    [code:3xqgoayx]<meta name="viewport" content="user-scalable=no, width=device-width, initial-scale=1.0, maximum-scale=1.0"/>
      <style type="text/css">
        html, body {
          height: 100%;
          overflow: hidden;
        }
        body {
          background-color: #222;
        }
        button {
          margin-bottom: 1px;
          width: 100%;
          height: 48%;
          border: 0;
          box-sizing: border-box;
          font-size: 40px;
          color: #FFFFFF;
          background-color: #333333;
          outline: none;
        }
      </style>[/code:3xqgoayx]
  • 3lmanov Have you followed all the steps before running it ? Remember that you should export the controller project first , run Magicwand and then export your screen project.

  • Meh

  • but there's nothing stopping you designing your own level editor at runtime using events.

    Ohhhh yeaaaaaahh, now that's what I'm talking about. I can't wait for the blog featuring this...

  • Where did the Cordova project say that? I didn't think they'd recommend a competing company's proprietary technology...

    If there is really that big a difference (20fps vs. 60fps) are you sure you're not on a GPU-blacklisted system or getting dropped back to canvas2d rendering? That's exactly the performance difference you'd see if that was happening. In which case really you're testing hardware-accelerated vs. software rendering, which is an unfair comparison.

    I meant cocoon :

    [quote:2c1oyr9x]Advantages

    High performance: It is the fastest webview engine.

    Light weight: Only 5MB of space.

    Compatibility with old OS versions.

    Portability: Android, iOS, Wearables…

    Specially thought and designed for Gaming.

    Ultra-fast bindings: box2d, gamepad…

    Disadvantages

    DOM access is restricted.

    It is not a full browser.

    Less suitable for apps than the other webview engines.

    When to use it

    If you are developing canvas based game that requires mainly high performance and high FPS rate.

    If your game does not require DOM UI elements and you want it to be easily portable to other OS versions and light.

    If you are using a canvas based game engine, such as Phaser, Pixi, PlayCanvas, Kiwi.js …

  • You guys are right Canvas+ is the fastest webview engine, Corodva does recommend it for making webgl games.

    I need my license so I get to publish my projects ... it has been 24hours since I payed for it and I'm still waiting for my download link ...

  • I would buy an Android tablet to make use of the build'n'run option that was mentioned in a previous blog.

    I would recommend the latest Galaxy Tab.

    What is the use of a windows tablet since you're going to pay for the android exporters monthly ?

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  • the Mnk Sure I'll post one in the tutorials section

  • arod17pr Try this code :

    // Rewritten version
    	// By @mathias, @cheeaun and @jdalton
    
    	(function (doc) {
    
    		var addEvent = 'addEventListener',
    		type = 'gesturestart',
    		qsa = 'querySelectorAll',
    		scales = [1, 1],
    		meta = qsa in doc ? doc[qsa]('meta[name=viewport]') : [];
    
    		function fix() {
    			meta.content = 'width=device-width,height=device-height,minimum-scale=' + scales[0] + ',maximum-scale=' + scales[1];
    			doc.removeEventListener(type, fix, true);
    		}
    
    		if ((meta = meta[meta.length - 1]) && addEvent in doc) {
    			fix();
    			scales = [.25, 1.6];
    			doc[addEvent](type, fix, true);
    		}
    
    	}
    		(document));
    [/code:2geekdmg]
    
    Put it before [code:2geekdmg]instanceProto.onCreate = function () {[/code:2geekdmg]
    
    If it doesn't work, try adding this code : 
    [code:2geekdmg]
    	$(this.runtime.canvasdiv).width(window.screen.width/2);
    	$(this.runtime.canvasdiv).height(window.screen.height/2);
    [/code:2geekdmg]
    
    After [code:2geekdmg]instanceProto.tick = function () {[/code:2geekdmg]
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X3M

Member since 8 Jul, 2016

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