Bleenx's Forum Posts

  • If it always starts when you start the gameplay then you probably have something wrong with events. It looks like you trigger it not at start of the game but at start of the gameplay.

    Well in my Game Events sheet, I have the audio set to play the music at the start of the Game Layout. But it doesn't play it at all. It just starts sometime after that, causing the game to lag. After you die, the audio starts at the start of the game layout like it's supposed to. Just not the first time around.

  • > It's imported into the Music folder and set to play on the start of the game layout.

    >

    If it's set like that it should work fine. But you might want to try with other device as well. Audio is kinda hard topic with HTML5. On my SGS4 I always have a 0.5s sound delay no matter if it's preloaded or not. It's just a mobile issue and nothing really can be done.

    Thanks for letting me know. After messing with it and taking it out of preload, the music still doesn't come on until you're playing the game. There's always something that has to be a problem it seems Gotta be a solution to have the music start when it's supposed to.

  • Do you have your music file imported as a music or as a sound? It sounds to me like you have it as not preloaded sound and C2 starts loading it after you touch the trigger. Do not try to preload 1MB of music. It will take some time. So put it into music folder of C2 and It will be streamed on the fly.

    Ohh I see. So when I go back into c2, just take the music out of the preloader event altogether? Does it stream the music from the folder automatically or do I need to set up some special event? It's imported into the Music folder and set to play on the start of the game layout.

  • As glerikud said, just check "Signed" checkbox under Intel XDK build settings. Intel XDK will create a keystore for you and sign the APKs. Nothing else you have to do. Once you download signed APKs they are ready to be published or installed on your mobile. Be aware that in order to test IAP you have to first upload APK to GDC and install your app from there.

    I know all this might be confusing at start but it's really simple once you know what to do.

    Aaaah you guys have been a great help let me tell you! It worked finally after two weeks! Amazing. My only bug problems now seem to be the audio. The music doesn't start playing after the first touch event and comes in late during gameplay. It's only a 1mb audio loop. And if you minimize the game, the sound doesn't come back on if you restore the app. If you can offer suggestions on that, I might jump through the monitor and kiss ya right on the mouth

  • You should let IntelXDK sign the APKs automatically for you. If you must use your own keystore then it's easier to send it to Intel and ask them to assign it to your account. You will get rid of most of the problems you now have to solve manually at the moment.

    If you want to run APK on your mobile which comes directly from IntelXDK then you must allow installations from unknown sources. Otherwise you have to send it to Google first and test it as Alpha/Beta tester.

    Thanks for the help. How do I let IntexXDK sign the APKs automatically? This is the first time I've really tried doing all this. I only tried to make my own keystore because I thought I had to. I don't even have a Google Dev account yet and just wanted to test my games on mobile to see how they played before I ever tried releasing them on the Play Store.

    I have unknown sources checked, but the Parse Error is what threw me off.

  • Hey everyone,

    So I finished creating a game in c2, built it using XDK and got x86 and arm7 .apk files to test. Problem.... I can't test them on my phone (Moto G). I've gone through the process of using the JDK and Android SDK to do a keystore and jarsign and zipalign. When I import the apks onto my phone, all I get is a Parse Error. I can't test them at all. I have developer options enabled so I can install from unknown sources.

    It's taken me two weeks just to get this far in the build process, and now I'm stumped again. Does anyone here have any experience with this and could give me some helpful advice on getting past the craziness so I can test the apks on my phone?

    Help would be so appreciated you don't even know.

    Thanks.

    P.S. I also get this message in the cmd when doing the jarsign "No -tsa or -tsacert is provided and this jar is without a timestamp. Users may not be able to validate this jar after the signer certificate's expiration date (2043-07-29) or after any future revocation date."

  • It's been a while again so thought I'd say a little more. I tried to follow the tutorial from Ashley about exporting with Cordova using Crosswalk in the XDK, but every time I do, nothing shows up in the emulator and the build always fails. If someone has an idea about things I could have done wrong, or give some insight into my previous problem, I'd sure appreciate it.

  • Giving this a bump this morning to see if any new views may provide an answer. I only need some advice on making Cordova see where the Android SDK is, which you'd think it'd find since I made the environment variable.

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  • Hi,

    I've been following the tutorial for building an APK using Cordova and reached this point in the tutorial: https://www.scirra.com/tutorials/4846/b ... app/page-9

    I set the system variable using the same path in the tutorial. Everything seemed fine until I got to the build part. Unfortunately, command prompt is returning a message saying that the Android SDK is not found and that I may not have the required environment or OS to build the project.

    I installed the Android SDK along with the other programs needed and all is fine until the build part. I rebooted my com, checked the variable once more, even copy pasted the tutorial's location, which is the same as mine, and still it's the same result in CMD.

    Any advice on getting this to work or perhaps a tutorial using something that may provide better results? I tried Ashley's tutorial and couldn't build it in XDK. I'm at a loss here

    Thanks for any help.

    Bleenx, I haven't been following their forums closely so I don't know if it's been discussed. The editor already has visual scripting for creating shader effects and animation controls, so I imagine that it'll be like that (ie similar to Playmaker / UE4's Blueprints). Not as intuitive as c2's event system, IMO, but it'll be far better than learning to code!

    Ha.. right! I don't enjoy programming. I don't have the brain for it. If it weren't for something like c2, I'd be stuck watching C# tutorials on YouTube and trying to figure out Unity. Here's hoping Godot can do something that helps more artsy people with the visual scripting thing.

    Bleenx,

    The answer to your question about visual scripting is here in the Godot roadmap, Core Engine #24....

    Oh cool, thanks for that. It seems like a target later than even this year with all the stuff before it. Of course, I'm not sure how fast the devs work though. Has anyone talked about visual scripting for Godot in detail, like if it's gonna be similar to Playmaker for Unity or something as nice and convenient as C2? I saw that it said it would be similar to Blueprint for Unreal but I'm not familiar with that at all.

    RBuster

    I haven't build for ios yet. Have you checked this part of the godot manual:

    http://godot.readthedocs.org/en/latest/reference/_compiling.html

    This is also a good place to find help:

    https://godot-engine.zeef.com/andre.antonio.schmitz

    Hope you find what you are looking for.

    The only thing I saw about visual scripting in Godot was a quick post in 2015 that talked about adding it in the future. The post didn't give a time frame. Any news on this anywhere? The one thing that drew me to C2 was visual scripting...I just can't get my head wrapped around writing true code.

  • Thanks zenox98 and ASHLEY. The way I have this game set up is reliant on the video to play without touch; otherwise, it doesn't make sense. I'll just have to find another way to do things, such as using sprites and different graphics altogether. Oh well...no biggie.

  • Yes, every video play needs a touch to start.

    Ashley ... is there any way that this could ever be changed in the future and have the video auto play when called? Or is it something that will never work on mobile?

  • >

    > > I'm not aware of any bugs in the video plugin right now (other than the one we just fixed in the latest beta), so if you find any please report them as usual following all the guidelines. However video is a bit tricky due to the browser support situation:

    > >

    > > - generally Chrome can play any format, but Chromium (NW.js, Crosswalk) cannot play H.264 (because it's a patented format and Google only have a license for Chrome). VP8 should work. You have to encode these videos yourself, so make sure you get the encoder settings right.

    > > - iOS can only play H.264, not VP8, VP9 or Theora. You can add multiple sources to the video plugin and it will fall back as appropriate. So to guarantee playback on all platforms you need VP8 and H.264.

    > > - on mobile (both Chrome for Android and iOS Safari) you can only start media playback in a touch event. This applies to music as well. Construct 2 uses the same workaround for video as it does for music: if you try to play when you're not allowed to, it queues it up to be played in the next touch event when it will be allowed. However this means you must touch the screen at least once for there to be any chance that video can play. If you're just starting up the app and watching it, it won't be able to play until you touch it.

    > >

    >

    > Thanks, Ashley for the info. I have three encoded files that I bring in: mp4, webm, ogv. Even in the case of the encoded VP8 webm file, the audio from the video plays, not the video itself. There's a little black box of the video that pops up, but the actual visuals in it don't play when I test over LAN. You can only hear the audio and see a black box.

    >

    > I don't know how to attach a .capx file but I can leave this link to DL from my Drive account for someone to test and see if they get the same result as me. https://drive.google.com/file/d/0B9UIax ... sp=sharing I just saved the file as a capx.. not sure if it keeps the video in it when I share it..

    >

    I GOT THEM PLAYING, YES!

    i simply deleted the .mp4 and Theora sources from the project (and make sure when you export to the same folder, old files -with older names- are still there)

    next, i loaded up a Webm vp8, resolution set to 1280x720 (in my 640x360 game!) variable bitrate of 1200 and Vorbis audio.

    the video plays perfectly fine after touching "new game" from the layout before that. so it basicly plays just fine without the need for another touch in this particular layout, so i bet you could find a way sorting your problem out as well <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    thanks again Ashley !, you guys already provide so much with C2 in general plus all the effort on your community.

    really amazing job you guys doing! <3

    I'm glad you got it to work! Unfortunately, I've done the same thing and can't get the video to show over LAN or on export. I've basically given up on it. I just see no way of making it work.