Runs great in Chrome for me. I have the android app and this html5 version runs really well... after playing the first couple of levels, it runs just a well as the android game.
Tried loading the game in android browser, no go... also tried loading it in the dophin browser within android... no go (both just site at 00%).
Was curious what they were using for playing audio so I had a look at the code. They are using SoundManager2 (http://schillmania.com/projects/soundmanager2/) which will play audio using either html5 or flash (it's great, have used it on a few projects in the past)... I believe it dynamically detects what's available. Looking at the code though, I see they (MS/Zepto Lab) are only using html5 audio on IE9 or greater, and flash for everything else... if you want to force html5 audio, use this link:
This might fix issues people are having for browsers that don't support (or block) flash. Haven't tried in an iOS browser, but that link might increases your chances of it working there :)
Using that link I was able to get it to load in browser on Android and started the game, but couldn't cut the rope, likely cause it's not built to handle touch events. Too bad.
Tried loading the game in android browser, no go... also tried loading it in the dophin browser within android... no go (both just site at 00%).
Dolphin is just a different GUI for the Android browser, so this will never help. You need to try Firefox or Opera Mobile, which have their own rendering engines.
Ya, wont work on touch interfaces... all the js calls are bound to mousedown, mouseup and mousemove, would be pretty simple to bind to touchstart, touchend and touchmove as well... that might be all it would take.
Oh man really? Kudos to them for getting this really slick game out in HTML5, but I think they missed a trick by not giving touch support. I was playing with the mouse but the game is made for touch; it's much harder to play with the mouse. I wonder if this is a "don't compete with yourself" thing? I'd imagine the full game offers quite a bit more than the browser version.
> I wonder if this is a "don't compete with yourself" thing?
Nope. At least on iOS devices, they have a free edition which includes the same levels (except for the IE-only ones.) You get many more levels if you buy.
Runs great in Chrome for me. I have the android app and this html5 version runs really well... after playing the first couple of levels, it runs just a well as the android game.
Tried loading the game in android browser, no go... also tried loading it in the dophin browser within android... no go (both just site at 00%).
Was curious what they were using for playing audio so I had a look at the code. They are using SoundManager2 (http://schillmania.com/projects/soundmanager2/) which will play audio using either html5 or flash (it's great, have used it on a few projects in the past)... I believe it dynamically detects what's available. Looking at the code though, I see they (MS/Zepto Lab) are only using html5 audio on IE9 or greater, and flash for everything else... if you want to force html5 audio, use this link:
http://www.cuttherope.ie/?html5audio=true
This might fix issues people are having for browsers that don't support (or block) flash. Haven't tried in an iOS browser, but that link might increases your chances of it working there :)
Using that link I was able to get it to load in browser on Android and started the game, but couldn't cut the rope, likely cause it's not built to handle touch events. Too bad.