Ambiera ForumDiscussions, Help and Support. |
|
|
|||||
|
Hi guys, sorry for my rare presence, hope you're all fine. I ran into a problem with a little action-adventure that I make for webGL, using CC. I want it to work both, on a laptop screen, and on a mobile screen. However, I can test it on the mobile only after uploading it to itch.io. When I run it from there on my android phone, there are 2 problems: - regardless of the resolution I choose, both, in the CC settings, as well as in the itch.io settings for embed games, it will always use a fixed resolution that doesn't fit on the display, so about 25% at the right side and at the bottom are cut off. -regardless of taps on the screen, I get no pointer lock, but it remains in the state it has before one actually clicks the game, when played in a browser under windows. (that kinda freefloating rotation thing). Also, I have added a window.requestFullscreen() on a click on a certain cube (as the CC internal switchToFullscreen didn't work), which works nicely when ran locally in the laptop browser, but simply does nothing on the android via itch.io. I thought, switching to fullscreen may solve the resolution issue, but seemingly android ignores it, or itch.io suppresses it. Does anybody have had similar issues, and a solution to them? Thanks! |
||||
|
nice to here from you @Dieter, hope you are well, too community still steady, but small here around. Smn Mhmdy and just_in_case are somehow missing, Sven's contributions help to keep interests alive ... webgl/android targets may always have compatibility issues across browsers and devices that's why I prefer windows target even under Linux/wine now there also seems to be a new tool to bring even windows x86/64 CopperCube standalones to android: https://github.com/brunodev85/wi... best wishes |
||||
|
Thanks Hadoken. People come and go, but sometimes they just make a break, and they restart coding when the nights get long and cold in the winter. Well, I'm like that. Yeah, other targets are no solution to me, I need this specifically for the HTML5 / wegGL2 target. That is actually the most useful part of CC to me. Right now I am making some progress, pretty much soved the issues, so the game runs in both, laptop screen with WASD and phone screen with touchscreen controls. Aargh, I took 15 minutes to extract the code and post it here with comments, but the forum keeps saying: Your post appears to be spam. Please edit the post and retry. Sccrreew you Niko, you still got this sshhiitty forum that can list only 30 search hits, and can't display javascript handlers, and calls me spammer for sharing code. Sorry guys, it's frustrating. I can email the code, if somebody really needs it. Drop me a note on itch.io user jfkEO1010etc. |
||||
|
@Dieter, can you please send a link to test webApp, I remember when I tested the accerometer thing in CC on my Android Device it was working fine through itch.io. Maybe there is something with your device, am not sure, if you can post a link to test the app or I will try to test by uploading a new test file to itch.io Btw yeah, sometime break is necessory, it will clear your mind out and gives you a boost and fresh start to think without negativity and all other stuff. |
||||
|
Hi just_in_case Thanks. Acceloreometer? Isn't that a motion sensor. My problem was a different one. The resolution was simply wrong. Now I ask what the browser window size is, then resize the canvas to that size, and alter some ccs attributes to hide any borders. I use a css support check for hover to decide whether it is a touchscreen, and switch things accordingly. I have two cameras, customized to PC or phone, of which I hide one and activate the other one. |
||||
|
Hie, Dieter, Accelerometer example was just a reference, to webgl and itch.io thing, I was saying that there was no resolution issue in that game, so upon testing again, I found that in your project settings itch.io provides some embedding options, like manually setting the viewport dimesnions, and there is an option to enable mobile friendly checkmark, that also allows you to select from different modes like landscape and portrait, maybe that might help you. Here is a screenshot of the options, I haven't played with it that much, but in another test project I do have the issue of Cropping where the game is cropped at the bottom and right as your original issue. Will try to test it further with those embed options and let you know if this can be resolved with it or not. |
||||
|
Hi just_in_case, thank you, I appreciate the effort, but of course I already tried all those combination, with all CC settings combined, in 10 uploaded versions. Anyone here, being able to run the WebGLTarget on a phone touchscreen, and not having the mentioned cropping issue, let me know. Either way, my solution described earlier fixes the problem. |
|