I’ve spent some time getting a native phone app working. I don’t like the idea of an app because it can make things complicated for the user (attach to HFT WiFi, wait you didn’t download the app? Detach from HFT Wifi, download app, reattach to HFT wifi, launch app) Ugh! Or, if your HFT Wifi has internet then you probably get the problem of everyone using it to watch youtube videos and post images to fb/twitter/instagram and eating all your bandwidth making interacting with your installation really laggy 😎
But, Eddo at UCLA can’t or won’t find creative solutions for the limits of the browser on iOS so he wants an app. So I’ve made one. It seems to work but will still take weeks to get on the app stores (iOS and Android). I’m worried it will ruin HappyFunTimes though. Devs will assume they should use the app. The experience will suck. No one will get it.
On the Android front though I made the non app (browser) version go fullscreen. At least on my tests it works. One of the problems with HappyFunTimes and phones it’s (a) it’s hard to test anything without more people and 🍺 it’s hard to find out what issues there will be without lots of phones.
Anyway, that removes some of the need for an app on Android. Once the browser has gone fullscreen there’s no more address bar, back button, etc and you can control the orientation (no more “please turn your phone” for landscape controllers.
The app also means I can prevent the phone from going to sleep. On the other hand you still have all the normal phone issues of different phones with different screen sizes and different versions of their internal webview so you still need to be conservative and/or creative in your designs.
One thing that’s killing me is all the testing required to get this stuff to work. Examples: Need to test launching the app on iOS and Android. Does it connect to your game. Need to test both apps, do they correctly disconnect if you exit the app. Need to test do they recover from a bug in the controller. Need to test they switch games correctly. Need to test if you use the browser to go to the game it switched you to the app. Need test if you use the auto−connect installation mode all those paths work. That adds up to hours of testing. People might say find an automated way to test but given there’s 3−4 moving parts (the phone or simulator, the phone’s browser, happyfuntimes running somewhere, happyfuntimes.net running locally, etc) and you need touch guestures on the phone and exiting and re−starting the app for certain tests I’m at a loss of how to test other than manually. Even if there was a way I suspect it would take 4−8 weeks of work to get it setup.
That doesn’t include the testing I need to do just for HappyFunTimes itself like testing OSX and Windows installers work, that the Unity plugin works on both platforms starting from a fresh install, and other things. I fact I shipped a broken version, 0.0.26, where I had quickly changed the buttons on several samples from text icons to svg images. At a glance it seemed to work but then it turned out of you long pressed both Android and iOS would pop up a “Save Image?” message. DOH!!! Preventing that required different workarounds for both browsers. 0.0.28 should be up that fixes that.
I’m also working on getting HTML5 Gamepad emulation working. Actually I have that working and am in the process of cleaning it up. With that, if you already have an HTML5 game with gamepad support you can just add a script to your page and get HappyFunTimes support. I’m mixed on if that’s a good idea because most games designed for the gamepad API probably need a full Xbox style controller with 12 buttons, 2 analog sticks and a d−pad. Using HappyFunTimes for that will probably make HappyFunTImes look bad because as we all know touch screen d−pads suck! On the other hand though if someone is at a gamejam and they’re using an HTML5 based game engine they can use HappyFunTimes with almost no changes, just design the game to handle as many players as possible, add the script, bam! It also means once Unity5 and Unreal start supporting the HTML5 gamepad API (assuming they don’t already) then you could use that too. …Although I’m just going to guess without looking that they put some artificial limit on the number of controllers in their API 😎
The reason that came up is we had a short 2 button game jam at the Pico Pico Cafe in Tokyo where Lexaloffle Games is based. We decided to try to make it possible to interface Pico−8 with HappyFunTimes and in the process I realized it would be pretty easy to emulate the HTML5 Gamepad API. Of course if you use that you’re probably not really taking advantage of all the interesting creative ways you could use HappyFunTimes but I’d rather you use it then not. Maybe you’ll be inspired to take it to the next level ☺