What should I know to develop cross-platform HTML5 game and compile it with PhoneGap Build - html

I'm thinking about developing HTML5 game to compile it with PhoneGap Build. I'm interested in the Android, iOS and Blackberry platforms. What I want to know is how can I handle different device resolutions with HTML5, what engine/framework is better for this? And are there any other things I need to know about developing a cross-platform app? BTW, for my game I don't need any native things like camera, accelerometer or anything like that, only touch controls.

Related

Is there a way to control camera exposure (darker/lighter) in ActionScript/Flash control?

Is it possible to control camera exposure compensation from ActionScript?
it is! Therefore you need to use a ANE (Adobe Native Extension).
I found one for iOS here https://code.google.com/p/diadraw-air-camera-native-extension/ and maybe this https://github.com/freshplanet/ANE-ImagePicker (supperts iOS and Android) serves for your purpose as well.
Cheers
As far as I'm aware this sort of finer hardware control needs more access to the camera than flash plugin in a web page will have.
You'd be able to do it with a native extension in an AIR application but not with the flash plugin. Though I haven't seen any for desktop cameras, I imagine the hardware is even more variable than Android and would be a big endeavour. Definitely are a few around for Android/iOS (diadraw and I've done one myself for http://distriqt.com/native-extensions#camera).
But for the flash plugin I think you'll be limited to the controls in flash.media.Camera.

Multi Resolution UI framework for Starling

I am developing an starling mobile air application.
I want to target Android and IOS devices.
I am searching for a UI frame work for starling mobile air application which give responsiveness just like in HTML responsive web site / web app.
I have googled a lot for it.
Any help would be appreciated.
You can try Gazman SDK. Its basically what your are looking for.

AS3 AIR Mobile (iOS and Android) UI options

I am developing an AIR app for mobile and been searching around for UI components/extensions but have only come across Feathers which is still a little buggy. I was wondering if anyone had any good resources to achieve:
Dropdown/selectable list
Data/item list
Input fields
I would love if I could use the native options but understand if it's not possible.

does as3 require the flash player

I am helping to build a video based website. My client wants the website to be viewable on ipads/iphones. Therefore, I absolutely can not require the flash viewer.
One of my developers wants to use AS3 for scripting special features in our player. If AS3 scripting is used, does that mean my users must have the flash plugin?
Thanks!
If it's just about playing videos, then html5 based option would be great. But if the requirement is more complicated and the developer is more comfortable with AS3, then you can have an AIR app re-packaged as iOS app (that's a supported workflow from Adobe).
Yes, the users would have to have the Flash Player installed to view an AS3 flash file (.swf).
But your developers might implement an html5 alternative of the video player for iOS that doesn't require flash (which probably will be missing some of those special features) so the website might still be viewable on iOS devices.
My advice would be to simply ask them if it will work on iPad and iPhone :-)

OpenGL usage on mobile HTML5 games

I have an HTML5 game running in desktop web browsers using WebGL. Obviously HTML5 and jscript can be built out to the mobile platform, but then what happens to the WebGL code?
I assume WebGL doesn't work very well in mobile apps.
Then how do you use OpenGL in mobile HTML5? Is there a jscript binding to OpenGL ES?
Thanks
EDIT: Just to be clear I am talking about native installed mobile apps not browsers. As in using something like PhoneGap
Nicol,
appMobi has integrated WebGL into its iOS and Android native wrappers, giving roughly 10x performance boost for HTML5 canvas drawing. appMobi is similar to PhoneGap, in building a native "wrapper" that your HTML5 lives inside, with a JS API that lets your game access all of the operating system functions. Here's a page describing the acceleration, which we call directCanvas. http://www.appmobi.com/index.php?q=content/directcanvas-accelerates-html5-game-performance
Hope this is helpful!
Roy
I assume WebGL doesn't work very well in mobile apps.
What does you make think this? WebGL has been based on OpenGL-ES 2.0, which is the OpenGL-ES profile supported by most mobile devices out there. So WebGL maps nicely to mobile devices' GPU capabilities. It's more a question of browser suppport, than performance.