diff --git a/docs/tips.md b/docs/tips.md index 5d7a9f9b..a8670a93 100644 --- a/docs/tips.md +++ b/docs/tips.md @@ -7,8 +7,8 @@ Tips it had no limit. Let's say you have 20 ships each with 3 bullets. That's 80 things on the screen. Basically the game would be unplayable. Powpow's solution is after - 6 players they're a queue of players waiting to get - launched. They collectively controll a ghost ship + 6 players there's a queue of players waiting to get + launched. They collectively control a ghost ship * Preventing text selection in the browser @@ -23,7 +23,7 @@ Tips You probably need to test both landscape and portrait and 3.5 inch (iPhone4-) and 4.0 inch (iPhone5+) sizes - as well as iPad. + iOS6, 7, and 8, as well as iPad. I'd recommend the Android sim but it's so damn slow. I know it can be configured to run faster but even then @@ -36,11 +36,12 @@ Tips Both iOS Safari and Chrome Android support remote debugging. Google for it. It's awesome! -* Make options that don't need contollers. +* Make options that don't need contollers to test your game. Powpow, Shootshoot, Jumpjump will all use the local keyboard to run a player if you put `?settings={haveServer:false}` - at the end of the URL. + at the end of the URL. Boomboom you have to put + `?settings={haveServer:false,numLocalPlayers:2}` * Use URL settings for testing. @@ -55,8 +56,8 @@ Tips avatar on their screen. Some games let the controller pick the color. (jamjam, ...) - Other games pick the color/style and send it to the controller - (powpow, jumpjump, ...) + Other games the game pics the color/style and sends it to the controller + (powpow, jumpjump, boomboom, ...) * Use media queries to adjust the controller by device and/or orientation @@ -165,6 +166,8 @@ Tips } } + Note: powpow and jumpjump already do this with standard HappyFunTimes support. Copy them. + * Use HandJS Touch events suck balls. Microsoft proposed a much better system @@ -213,7 +216,7 @@ Tips I'm embarrassed to say this but I can't for the life of me figure out CSS. I set something to 100% height expecting it to become the same size as its container but for reasons I haven't - been able to internalize this often doesn't work. My current solution is to mark a the element + been able to internalize this often doesn't work. My current solution is to mark the element in question with `class="fixheight"` and then in JavaScript, search for all elements with class `fixheight` and set their height to their parent's clientHeight. So far that's fixed all the issues.