> Thanks for the info. That's pretty unfortunate. The reason I'm using video is because it would take a lot of sprites to create every single animation I have. Video is the only logical choice to make it less of a memory hog. When I play it on mobile via LAN or export out to it, it'll play the audio after touching the screen. I would think that if it's set to autoplay or having the system start it, it should just play.
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> I really don't get it. Maybe a dev can answer this? I know I'm new and all, but I was really hoping to take full advantage of the feature-set and getting the video plugin to handle the task.
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i just noticed in the r222 release they fixed the video bug with capitals! i'll test this later today.
not really the "fix" we're looking for, but at least the video names will look cleaner with capitals back in them
and as far as i know, you always need that first touch on mobile, i also managed to get audio but no video with a first touch (the video is in a seperate layout with autostart and events making sure it autostarts, and they work fine on the desktop or web versions.)
i also used buttons to move the video to another layer, set it's size to max screen size, or original size, visibility, global, loading from another layout, went all over google.. oh, and different mp4 / webm converts, wth or without streaming option, different bitrate (1000-2500 tested) (VP9 converts crash on my end, so i can't try that yet) and i bet i missed a few more things, but basicly, no video at all. sometimes audio.
i need the video's myself for pre-rendered animations, basicly any fullscreen animation that's too detailed or too heavy for C2 to handle.
png sequences work fantastic but eat a lot of data. and they're all story-based, so i can't rely on the player to always have a stable connection.
i'm not completely sure what the filesize limit are, what's IntelXDk's limit? Google / ios seem to have 2gb now? with the ability to download additional data.
png sequences would still easily fit it these numbers are true.
help? Ashley ?
Right, I have the same experience. I hate that the video has to be touched in order to play. My game is an audio visualizer that needs to play to introduce the game, and then play different videos based on a random event. If the player has to touch the video first, it ruins the entire experience. When I test on mobile over Wi-FI or export, it doesn't even show the video at all.
There has to be some way to call video to auto play regardless. My video is only 1,8mb, whereas a sprite sheet of the same animation is 120 frames long and is 27mb....and I have multiple animations that need to be played. No way to decrease the frames because it won't sync perfectly with the audio. Maybe I'll just have to redesign the entire thing.
help? Ashley ? indeed