1 decade ago
by TigerJ
https://play.google.com/store/apps/details?id=com.jimmybriggs.savingcirclesfree
have fun :) some devices are still propagating.
edit I know the music is not looping, going to have a new build out tomorrow to fix it.
Addictive game. Was it built with phonegap?
1 decade ago
by TigerJ
I used CocoonJS to build it for Android. I'll get a big write up about the whole thing soon at
http://jimmybriggs.blogspot.com I had a couple "hiccups"
https://twitter.com/stalkjimmy/status/249983166960504833
1 decade ago
by Jerczu
How did you fix the font issue?
1 decade ago
by TigerJ
I used the context fillText to draw the fonts instead of ig.font
For some reason some phones were not liking the png (was using the default font png from impact ~lazy~)
it was not all devices and searching goolge was a total fail sorting through thousands of "my text messaging sms is blah blah blah" and cooconjs hype posts
Eventually I found this 5 month old post in our own forums:
http://impactjs.com/forums/help/font-displaying-wrong-characters
As I was 1/2 through rewriting all the text calls to use ig.system.context.fillText() I starting talking in IRC and the idea came up to make an array and omit _loadMetrics all together... but I was already 50% or more through changing out ig.font.draw() and feeling really tired, burned out and eager to get the game up on the play store. Also I didn't own any devices having the issue so:
baking impact
uploading to cocoonjs cloud
waiting for apks to be emailed
extracting the debug apk
uploading to my server
messaging my testing friend who has a life + device having issue
waiting for his text message back
is not the most streamlined process to try and mess with it.
I'll probably make a few test games later on to figure out what cocoonjs, ig.font, and the htc thunderbolt/samsung galaxy s ii are doing to the png images.
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