bremen's Forum Posts

  • bump...

  • jastrazz I don't see why that program would work and not Audiacity, I've always used this program with out any problems. I think I'll export it in CocoonJS tonight a see if I have the same problem or if it a problem with XDK.

  • Still nothing.. is there a limit on the file size or length of the audio track? Just don't make since how I it only plays the first 10 seconds of the background music.

  • Try this maybe help :

    set Position (ViewportLeft("Layer") + ViewportRight("Layer")) / 2

    See ya

    Thats the way I do it.

  • fongka2 I use Audacity to export my sound files, the background music plays in the game but only for 10 seconds and not the full length. I tried both the sound folder and the Music folder both have the same results. and Media is turned on in the XDK build.

  • It is a shame that some much need features are being ignored, We sit and wait for months or years and other programs offer these features but they cost a arm and a leg. Reminds me of that 'ol saying "You get what you pay for", granted C2 is a amazing product and I love it. I got the early adopter licence years ago and C2 has came along way since then but still not far enough in my opinion.

  • Hey guys Im working with the crosswalk and everythings going smoothly but my background music, the musice track is 1 min long set to loop, and works great in the C2 preview, but when I export it to crosswalk and push the game in the Intel XDK I get about 10seconds of music then it quits, no looping or anything. Anyone have similar issues or a idea why its not working?

  • I don't know a lot about family's , but may try to make separate family's . 1 apple family and 1 lemon family, I'm sure there's a easier way but until you find it this may work.

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  • You can try the Scroll to behavior that will make the view scroll with the sprite using it.

  • Try to use the Anchor to keep it on the screen, Anchor works really well for Hud and Ui.

  • I agree with you I don't want clay.io either, but as of right now I don't believe we can use the Google Play Services. They was supposed to be working on it, most likely will be on XDK but looks like CocoonJS is trying to make a come back. I'm hoping Google Play Services will be available soon cause I'm waiting on it also.

  • https://www.scirra.com/tutorials/430/how-to-export-an-open-web-app-for-firefox-marketplace

    How to export an Open Web App for Firefox Marketplace

    Tutorials > Beginner > Publishing > How to export an Open Web App for Firefox Marketplace

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    Tutorial written by Ashley

    Originally published on 21st, December 2012 - 5 revisions

    While most app stores are proprietary and closed, Mozilla are inventing the Open Web Apps format - a HTML5 based app format that potentially any platform can use. This is the format used by Firefox Marketplace, and is also how apps are published to the upcoming Firefox OS. Firefox Marketplace apps can also be installed from desktop Firefox and Firefox for Android. It's very easy and you can increase your app's reach to many Firefox users this way.

    Development and testing

    As with any mobile development, be sure to add touch controls and support multiple screen sizes.

    To test your app works, it is probably sufficient to test it works in Firefox, since it uses the same engine as Firefox OS. However it would be wise to also check it works in Firefox for Android, as well as on a real Firefox OS device if you can get hold of one. Preview over Wifi is handy for testing this quickly.

    Exporting from Construct 2

    First, ensure your project has the right Name, Description and Author properties set, since these will be used in the exported app. You'll also need to set a Fullscreen-in-browser mode, since mobile apps have to run fullscreen.

    Then click Export project, and choose the Open Web App option. Continue with the next step as you would for exporting an ordinary project. There is an additional dialog where you need to enter a bit more information specific to your app:

    Open Web App options

    There are two types of apps you can export: packaged apps, which contain every file your project needs in the package, or hosted apps, which are basically a website wrapped in an app. You'll need server hosting for a hosted app. Note hosted apps also work offline.

    Exporting a packaged app

    Packaged apps are probably the easiest way to publish your app, since you don't need your own hosting.

    After exporting, there are also some icons exported, with names like icon_16.png, icon_32.png and icon_128.png. These are copied from the Icons subfolder in the Project Bar. Double-check these are what you intend them to be.

    Once you've updated your icons, select all the files in the folder and add them to a .zip file. The .zip is now your packaged app.

    Exporting a hosted app

    When exporting a hosted app, you must specify the server path. This is relative to the domain and must be set according to where your game will be uploaded to the web. For example, if the final URL would be http://www.scirra.com/games/spaceblaster/, the server path should be set to /games/spaceblaster/.

    The rest of the options allow you to lock orientation and enable sotrage permission (be sure to enable that if you use the WebStorage object or savegames).

    There are also three icons you'll need to edit before uploading: icon_16.png, icon_32.png and icon_128.png. Please don't upload without changing these icons!

    When you're done, the export folder is very similar to an ordinary HTML5 website. You need to upload all these files to your server, as with publishing to the web. Note this does mean you'll need hosting. If you don't already have a website host, it should not take you long to search the web and find a cheap host that won't set you back much and can give you a place to upload the files.

    You'll also need to configure the server MIME types. If you don't know how to do this yourself, contact your host's support for more information. You must set the .webapp file extension to use the application/x-web-app-manifest+json MIME type. This is required: the Firefox Marketplace will not allow you to submit an app if this is not set up correctly.

    While you're at it, some servers also need the following MIME types set up:

    text/cache-manifest for .appcache (so offline support works)

    audio/ogg for .ogg (so .ogg format audio can play)

    audio/mp4 for .m4a (so .m4a format audio can play)

    Submitting to Firefox Marketplace

    In theory, Open Web Apps can work anywhere, for any service or device with HTML5 support. However for the time being the only store accepting them is Firefox Marketplace. To submit, visit the Firefox Marketplace developers section and sign up an account. Then you can submit your app! You'll need to provide either the full URL to the .webapp file for a hosted app (which you should have set the correct MIME type for earlier), or upload the .zip file for a packaged app. As you submit can also provide additional art assets and more detailed information about the app for the store listing, and choose the supported devices. Since Construct 2's engine is cross-platform you should be able to select all the devices, unless you want to limit it for some reason (e.g. if the interface is designed for phones only). It's best to support all platforms if at all possible, though.

    Targeting Firefox OS

    Note that Firefox OS is initially being released on low-end devices. If your game runs on Android or iOS, there's no guarantee it will run on Firefox OS. The early devices are expected to have about 256MB total system memory, which is the same as the original iPad. Be sure to avoid designing your game to use lots of memory, such as avoiding using lots of large images. For more information, see the section on Memory use in Best Practices. If your game uses too much memory, Mozilla may decide not to list it for Firefox OS

  • Use the bullet behavior, Set to 0. and in the Events when your ready to move the player set the bullet speed to the desired amount. You could also try Set angle to object, Sprite.X , Sprite.Y Change "Sprite" to the objects name that you want to move to.