Graphics scale mode doesn't seem to work in the exported HTML5. Using gideros 2018.1.1.
Resolution: 320x480.
Tried letterbox, no scale, fit width/height, stretch. All look the same on a mobile device where the game screen doesn't fit in the device dimensions but goes outside those bounds.
Do you have to do this manually? i.e. scale every image based on application:getContentWidth/Height?
Same project on letterbox works fine with deployed apk on different android devices.
Comments
Can you post snapshots of what you see vs what you expect to give us an idea about what happens ?
Scale Mode: Letterbox
Logical Dimensions: 320x480
Orientation: Portrait
1) HTML5 (hosted on desktop WAMP server, opened on Samsung Galaxy S6, Chrome Browser):
2) Gideros Android Player on Samsung Galaxy S6:
3) Gideros Player on Windows Desktop:
Resolution seems to scale automatically on all platforms except HTML5.
The bitmap seems to lose it's aspect ratio and stretch vertically. It's position also changes upwards.
How to fix this?
Can you replicate the issue with a minimal project?
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
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Phone Browser (Chrome, Samsung S6):
Gideros Player (Desktop):
@oleg : Tried no scale in the above project. When No-scale center, 39x39 image is a tiny dot. No-scale left renders the image completely out of the canvas. Can just see a blank white screen.
@hgy29 : It seems to be reproducible easily. Tested it on Samsung J7 as well as the default Samsung Internet app. Exact same problem persists.
How to go about debugging this?
set "no scaling" mode
get the coordinates of the sides of the screen
minX,minY,maxX,maxY=application:getLogicalBounds()
add all objects to the sprite-"group"
manually set the size of the group
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
This is not to run down Gideros in any way. The contributors are doing a wonderful job supporting this engine, just think that improvements need to be made before gideros can be used for HTML5 client projects.
Or do you mean loading speed. Their game code on one of the basic samples is about 5MB of javascript.
This is their loader: http://pipler.in/dmloader.js
They also have this:
Does it load faster for you? If so why does it load faster than Gideros html5 similar apps?
https://deluxepixel.com
Optimizations aside, this code used to lag quite a lot in Gideros. The exact same code runs smoothly in Defold.
https://deluxepixel.com
That would explain why it's Lua is faster. Did you try making a html5 export of the test for lagging?
https://www.defold.com/manuals/lua/
https://deluxepixel.com