Found this amazing site today that allows you to playtest iOS and mobile apps in the web browser with HMTL5. It’s got a demo of Angry Bots (a Unity game) running. It’s not beautiful right now, but it’s a means to allow people to test your mobile games before actually deploying to the app store.
The speed needs to be about 5x what it is now, for them to justify the cost .
Although if they ever get native speed I would like to use this as a direct distribution option …
yeah I noticed it was very slow as well.
OMG! What are they doing. I could get separate png image of each and every frame playing there juts by right click on it and using "View “Image” option of Firefox on my desktop.
In all honestly it’s pretty useless right now . What’s the point of testing an app at 1/5( or LESS) native speed)
Hey guys! Thanks for taking an interest in Kickfolio. I’m the CTO. We do send through a lot of frames for apps with a lot of movement (i.e. games), but for most apps we optimise by skipping repeated frames, or take the opportunity to upgrade the quality of a frame if nothing changes for a short time.
Our servers are based on the East Coast. Here in Silicon Valley, we get a native-like experience with a great frame rate. We’d love to share that experience with the rest of the country.
Are you able to tell me - is it generally slow, or does it stop/start? Your feedback as a developer is incredibly valued.
We’re dedicated to making the simulator as ‘unbelievable’ as possible.
Thanks again for sharing Kickfolio!
I couldn’t move or anything
and there was only one thumb stick? but I could see the lag.
I’m on the East cost . It might just be the game . Try something a bit more simple .
Like a small menu .
Also it’d be cool if you give out at least a public demo so we can test it out before signing up .
Great, thanks!
This app is a little more standard / simple: http://kickfolio.com/w/zd_y_w ![]()
We’ve just added a demo to the homepage too (down the bottom). Thanks for the feedback on that one.
Thanks for the feedback too, TylerPerry - and sorry to hear you couldn’t move around. May I ask what browser you’re running? We’ve found best performance on Chrome although we need to find a way to get equal performance on all browsers. Canvas rendering is blazingly fast. I think the next step is to add adaptive streaming though, so we can adjust the bandwidth based on connection speed.
Much appreciated guys.
Feel free to email me directly at chris[at]kickfolio.com
Is this a streaming service?
If so, take a look here: http://forum.unity3d.com/threads/161689-Unity4-Class-Warfare-New-EULA-restrictions?p=1106018&posted=1#post1106018 Apparently as of Unity 4.0 streaming is now restricted on the default license.
I am using Chome, it seemed like I just couldn’t move the touch pad.
Might be an idea to check with Unity. We’ve been in touch with them so they know a little about our service. They might be forgiving since Kickfolio is geared towards testing at the moment, and will evolve into ‘try before you buy’. (Which is a little different to OnLive).
Thanks mate, I appreciate that.
Are you able to interact with a simpler app, such as this? http://kickfolio.com/w/zd_y_w
You have no idea how valuable this conversation is
I’m tackling these challenges right now.
Oh I’ve got nothing against your service, and wish you all the best. However Unity in their ultimate wisdom have, as of this minute, appear to have banned any 4.0+ authored app to use your service. I suspect you’ll get permission… I just hope they don’t decide to charge you [or your clients] for that privilege.
Ummm, sorry but I was derping, in fact it actually does work on my phone(Samsung galaxy S2) I thought that it was possible to run on a desktop using a mouse to replicate the touch… sorry for wasting your time, although that would be a nice feature ![]()
Hey mate, you’re okay - it does (should) in fact work on desktop - using a mouse to replicate touch! It also works on mobile so you can run an iPhone app on your Android
Inception.
I have some fixes in mind that should help mitigate the issues. Stay tuned, this is only going to get better over time ![]()
I see a LOT of promise in this implementation. I think you’ll get the technical kinks worked out and this will be a great testing tool.