Blinx123's Forum Posts

  • I can't speak for CocoonJS (though I do think that launcher app is simply to get development started), but that's how it works with Phonegap Build.

    1. Create the game

    2. Add a description, author and name of the game.

    3. Export to Phonegap via Construct 2's exporter

    4. Zip all the contents of the exported folder

    5. Sign in with Phonegap Build.

    6. Upload the zip folder

    7. Click "Build"

    8. Download whatever file you need (APK for Android, IPK for WebOS, etc)

    9. Play the game

    In order to sign the APK for Android you either need to unpack the APK and sign it yourself (if you don't know whether you can trust Adobe or not) or, preferably, add the key to your Phonegap Build profile before upload.

    Here's the whole gist about signing an Android app.

    build.phonegap.com/docs/android-signing

  • Well. If it's not an utter disaster, it sure will be a great opportunity for those who can't afford to buy the overly pricy 1st party dev kit and sign several NDAs with Nintendo.

    I wish Sony would support HTML5 for it's Playstation Mobile developer program.

  • Well. If you're looking for the most straight-forward solution, you can't go wrong with CocoonJS' cloud service, the Intel Appmobi XDK or Phonegap Build.

    My personal favourite is Phonegap Build, which doesn't even require any additional software. Just sign-up with them or sign-in with an existing Github account, upload a zipped folder with all your files and press "Build".

    Supported platforms: Android, iOS, WebOS, Bada, BlackberryOS 5/6/7, Symbian and Windows Phone 7.

    In addition to the aforementioned platforms, the regular (offline) Phonegap also supports Tizen and Windows Phone 8, but requires quite a bit more work.

    As for suitable devices: it very much depends on what OS you want to implement with and how much money you can spend.

    For Android, I'd suggest either the Google/Asus Nexus 7 (powered by the purest Android Jellybean) or an Amazon Kindle Fire HD/Nook (both quite affordable).

  • I see.

    Would've been interesting to see how the HTML5 version would've fared on Wii-U, with HTML5 support (presumably) just around the corner.

  • So does the official Wii-U SDK support HTML5 now? Or are you guys developing your own wrapper?

  • The cost of setting up a company in the UK shouldn't be that high, actually.

    Though if I was to found a company abroad, I would probably want to choose the Isle of Man (which, while legally a crown dependency, isn't a part of the UK).

  • Select the sprite within Layout view and look to the right of your interface. Where it says "Effects - Add/Edit" left-click on "Effects". Within the Effects Interface select the plus ("+") icon and scroll all the way to the bottom for WebGL effects.

  • Wouldn't it be more wise to first work on things that are already implemented by the W3C?

    While there are already third party plugins/players for MOD/XM out there, I can't find any mention of it within the official HTML5 specs.

    EDIT: Just ran into some unknown behaviour.

    When I re-imported a .WAV file to a project that still had previous conversions (albeit only .M4A, not OGG), it would not only rename the files from Dark Forest.(fileformat) to dark forest2.(fileformat) but also list dark forest2.wav under audio.

    Now naturally, the .wav is neither exported nor is it called from within .js. Still an interesting phenomenon. Has this always been that way? I assume this is in order to compare the original .wav with the conversions?

  • Ashley

    I realize that.

    Thing is: WebOS 1.x and 2.x are no longer supported. WebOS 3.x and Open WebOS do support AAC but they aren't suitable for mobile phones.

    Sheepy

    Since MIDI isn't really an audio format but rather a protocol, it wouldn't be suitable for mobile devices.

    Depending on the applied standard and the modules/samples accessible by the device, audio would extremely differ from one another on different OS'. CPU overhead would be another thing.

    Other than that, it would be a fine experiment (the dynamic nature of MIDI sure is great).

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  • I'm talking about plain .WAV, actually.

    WebOS, for example, supports neither AAC nor OGG.

  • Just a suggestion,

    but could you guys make encoding optional for the next release? Certain devices do, unfortunately, not support AAC or OGG, while most of them support WAV.

  • > First Node Webkit

    What's this in reference to ? did Intel acquire them too?

    Nope. They didn't have to.

    Node Webkit is, in fact, a development of the Intel Open Source Technology Center.

  • Hey Knifegrinder.

    Good to hear.

    If you need help porting Clyde to other platforms, feel free to drop me a line.

    I already own a WebOS device and plan on buying a Blackberry Q10 before long.

    I'd be extremely interested in how well Clyde runs under Phonegap.

  • So I just went to HTML5Test.com to find out why exactly audio wouldn't work.

    Turns out, WebOS 2.x does support neither AAC nor OGG (I was referring to the Enyo 1.0 SDK before, but apparently that info was only good for WebOS 3.x) but only WAV.

    Now I'm not entirely sure what that means for me.

    I've never used WAV as an audio resource for background music before, as I was under the impression that:

    a) Being uncompressed, files are just way too big for several minutes/hours of music.

    b) WAV lacks the concurrency of OGG/AAC.

    a) is, in all likeliness, correct but please someone tell me I'm wrong about b) ;)

    On another note: Since Construct2 forces me to convert WAV to OGG/AAC, I'll probably have to manually change all audio tags within the app's source. Correct?

    EDIT: I just realized something. Apparently, the touch issue is due to the way Construct2 handles touch events. I haven't yet looked into the produced code, but this just became apparent after trying the touch emulation within Construct2.

  • Me likey.

    First Node Webkit and now Appmobi.

    Intel sure knows how to secure a controlling interest in HTML5.