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Known issues limitations

Mark Knol edited this page Feb 2, 2016 · 13 revisions
### 🔸 Limited in blendmodes / filters Filters should be flattened down in the assets. You have [Normal, Mask, Add and Copy blendmode](https://aduros.com/flambe/api/flambe/display/BlendMode.html), on mobile other than Normal could be considered as a bit heavier and should be used with care.

🔸 Responsive design

Since you probably are going to create a game for different screens, the project should be respond to these variable dimensions nicely. In most cases you can say there is no fixed size. Responsive layouts should be created procedurally.

More about dealing with different screensizes, read Responsive game

🔸 Images size limit

Due HTML target, images should NEVER be larger than 1024x1024. Yes, it compiles, yes it runs, but makes mobile (iOS) sloooowww + acting weird + crashes and stuff... No fun.
If you are using Flump: double-check settings to limit to 1024.

🔸 Sound

Does not work on all Android browsers, some devices are blacklisted because of bad support in the browser. On iOS, the first sound play must come from a user event handler (like a touch). After that first play, sounds can then be played at any time. You could play a silent soundsample on the first click (on your start-button for example).

🔸 UI Components

There are no default UI components available inside Flambe, but there is hope! Take a look at Haxe UI http://haxeui.org/v2/ It supports Flambe! Consider a contribution in any form.

🔸 Video

There is no official video support for Flambe (yet), but there is an experimental branch over here https://github.com/volkipp/flambe/tree/update_video

💭 Tip: Test on mobile very often.

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