Hi, I have a 320x480 screen size on my game(I use android device for testing). I tried
window.scrollTo(0, 1);
But that doesn't work. So I am asking a help if you have already done this. Thanks in advance!
Hi, I have a 320x480 screen size on my game(I use android device for testing). I tried
window.scrollTo(0, 1);
But that doesn't work. So I am asking a help if you have already done this. Thanks in advance!
I think for that to work the window must be larger than the screen. In the default style.css, it's set to be the same size as the screen (height: 100%), so window.scrollTo won't work. But if you edit style.css it may work. If you are working with that fixed resolution, you can do like this
html, body{ width: 320px; height: 480px;}
But wade can do fullscreen mode! I think it works in some browsers, not all browsers, and only works in onClick functions. I have added an onClick function to my app, and the first time it is clicked I do
wade.setFullScreen();
I think for that to work the window must be larger than the screen. In the default style.css, it's set to be the same size as the screen (height: 100%), so window.scrollTo won't work. But if you edit style.css it may work. If you are working with that fixed resolution, you can do like this
html, body{ width: 320px; height: 480px;}But wade can do fullscreen mode! I think it works in some browsers, not all browsers, and only works in onClick functions. I have added an onClick function to my app, and the first time it is clicked I do
wade.setFullScreen();
Hi, Thanks! setting to full screen dropped my fps. I can't still make the window.scrollTo to work :(
What is your target platform? The scrollTo trick works on Android 2 (not Android 4) and on iOS 6 (not iOS 7).
To make it work (but it will only work on those older operating systems), like nicoX said, the window needs to be larger than the screen - so not 480px, but at least 481px :)
I haven't noticed any performance problems in fullscreen mode. But if you do have performance problems, maybe you can change the resolution factor with wade.setResolutionFactor() ?
I noticed that the drop in fps is on opera I'm using xperia lt26i for testing even if the game is not in fullscreen mode. Please test the game here http://dolarfun.com/JollyEatsJellies and let know your comments. Also I don't have any ipod, iphone or ipad to test the game so please kindly test the game on these devices if you have one and please can you give me a screenshot?
Really good job there :)
Can you please create a thread with this link and a screenshot in the "Your games" forum?
It's a really difficult game, I don't know if this is intentional... it's almost flappy-bird difficult, so maybe that's a good thing.
I don't have an iOS device with me at the moment (I'll give it a go tonight), I tested it on a windows phone (HTC 8x) and it works perfectly.
Opera is pretty slow with canvas in general... the good thing is, only 0.13% of users use Opera Mobile, so you don't need to worry about that. If you want to test on Android, look at it in Chrome for Android, or the stock android browser that are used by many, many more people (have a look at this table).
Have you considered making an android app (with an actual .apk) out of it? I think it'd work really well.
Thanks Gio, I'm glad you liked the game and thanks for testing it on Windows phone (I also don't have any windows phone). The difficulty is not intentional but surely anyone can get a good score out of fast falling jellies. ATM I will be looking for a possible sponsor for non-exclusives for this game.
About publishing to native app, I'm looking for phonegap or equivalent.
I would suggest CrossWalk - a bit of a pain to set up (but PhoneGap isn't any better), but once you've got it up and running it's really easy to generate apk's, and they run much faster than PhoneGap. It's only for Andoird 4.0 and above though.
I think we're going to do some video tutorials about creating native apps at some point too (but it may be a while as we're doing a million other things at the moment).
Oops! I forgot that phonegap has fees. Crosswalk? I just heard it today. Thanks anyways!
Nice one! I agree it's quite difficult, but I managed to score 5600 and I'm quite proud of it :D
I played on a Samsung S4 (in Chrome) and it worked very well.
Hi,
Tried it using firefox on my PC. It played fine.
After several lame attempts, I finally managed to get a max of 9900 (yeah !).
Some sounds would be a nice addition.
Thanks for the share, nice job.
cheers
Glad you all made a high scores. And thanks for play testing. Music is next to my to do list.
I forgot to say, I did try this on iOS and it worked very well. It work on my 1st generation iPad too, and that's great (very few html5 games are playable on these older devices).
Anyway, the very first time it is run (on iOS 5.0), it doesn't show the instructions. This is because of a bug in mobile Safari 5, where custom webfonts aren't shown until they're loaded - but when they're loaded, the browser doesn't fire any event, so WADE doesn't know that it has to re-draw the text.
A workaround (if you do care about iOS 5 compatibility) is to force the text to always draw:
textSprite.setDrawFunction(function(context){ this.setDirtyArea(); TextSprite.prototype.draw.call(this, context); });
However if you do this, make sure that your textSprite isn't on the same layer as the background, otherwise it will try to redraw the background every frame which (on very old devices) might have an impact on the performance of your game.
Thanks for the tips Gio. I get the game sponsored by my flash sponsor. He'd like to put some html5 game to his portal for a limited number only. So I got this code to open a new tab when the branding/logo is clicked, But I got an error.
logo.onClick = function(){ <a href = "dolarfun.com" target = "_blank"></a>;};wade.addEventListener(logo,'onClick');
Is there an api for navigating to url something like navigateToURL in as3?
Nice! it worked. Thanks!