Fengist's Forum Posts

    It might be an issue with local storage in combination with the webview..

    The Crosswalk export should however have no issues, because of the built in Chromium-browser..

    Ok, the webview I'm not familiar with.

    I do know that when I run the app in the XDK debug I can see the local storage keys and values. They look correct there too.

    Anytime the user changes an option, I'm saving it to a key in a dictionary and then immediately saving that dictionary as a .json through local storage. When the app starts up, local storage looks for the key/value for the .json and loads the dictionary from that. This method is obviously working in other settings.

    I also have a browser.close to exit the app. Before it closes, I check to see if local storage is processing sets and if it is, I have it wait 1 second and check again. If not, it closes the app.

    Could Google Play be somehow blocking the loading/saving of .json files??? None of this really makes sense to me.

    And I just got the Android-crosswalk build onto the device and still, no Local Storage

    And, though IAP isn't working in the Chrome Web Store so I have it in closed beta, I uploaded a Chrome Web export and, the local storage is working there as intended.

    I don't either as long as I don't run it as an app installed from Google Play.

    Even the XDK emulator is reading the local storage properly.

    I did notice one thing though, when I built as an Android app the .apk size was like 2meg. As Crosswalk 20+ meg. Huge difference.

    Ok, so I have my app loaded onto Google Play. I have it in closed beta.

    I've exported to Cordova, loaded the project into XDK and pushed the build to the server.

    When I run my app from app preview (Server App) on my Android device, local storage works as intended.

    So I do a Crosswalk build with XDK on the desktop, download the .zip files and then upload the .apk's to Google Play. I then download it via the play store download link and put it on my Android device... local storage doesn't work... at all.

    Any ideas?

    Is it maybe because I'm running it with app preview and have it installed as an app?

    Do I need to add any of the Cordova plugins to XDK?

    I'm attempting a non-Crosswalk build now but it'll be a few hours before Google makes it available. Could Crosswalk an Local Storage be an issue?

  • Naturally, just as I posted this, I stumbled on the solution. So, for those who see this and want to know how...

    With the CSSImport plugin, I set the ID of my FileChooser to 'chooser'.

    In my style sheet I added this:

    #chooser::-webkit-file-upload-button

    {

    visibility: hidden;

    }

    And that ugly button vanishes. Or, just apply your own styling to it.

  • I would post this in the CSSImport thread but the dev hasn't been on in months.

    I'm using the CSSImport plugin, which works fantastic. Here's my issue. I'm trying to style the button, and just the button for the FileChooser. I can apply a CSS style to the FileChooser using it's 'ID' option. And I can style it by adding in a blanket style for any 'input'. But that applies a style to the entire FileChooser object and leaves the button untouched. It's still that ugly Dom button.

    I've tried applying style to input[type="button"] and that doesn't work.

    I know it can be done... https://css-tricks.com/snippets/css/custom-file-input-styling-webkitblink/ but that technique requires a class.

    I've tried dozens of ways to do this and so far, no luck. Has anyone succeeded in doing this?

    And no, hiding it and placing a sprite over it won't work well. I want it to look like the buttons right beside it.

  • Yea, it was some file missing but didn't specify which. I just re-exported from c2 and it worked.

    Finally, got an alpha started on Google Play. Took me over an hour to get it downloaded onto my Android device though. That was another headache I won't detail. But it amused me when I tried to test the IAP and it said, oh, you can't buy this... you're the publisher.

    I guess my point is this: I'm pretty well versed in computers (35+ years of using, repairing, building and programming them) so it's not like I'm a total novice. If I'm having these kinds of issues, this much difficulty, in getting an app published, how much frustration do those who have no programming skill and buy C2 thinking it's going to be easy, go through?

  • There's tons of warnings for all stores, most are benign, if it won't let you use a Scirra plug, then that's a bug.

    You shouldn't need to delete anything done by C2.

    Unless it's something in the manifest.

    Thanks, that at least takes rooting through the export files off the list. As you can see from my first post, I've been at this almost 8 hours now after my rant, trying to get even an Android build on Google play... still... nada. Now, XDK is refusing to build and giving me no exact reason.

  • Ya, thanks. I was gonna get to that eventually. But if I can't even get something out the door with Google or Amazon...

  • Right, I've read that... several times. And when I upload my app to Amazon for testing I get:

    Caution : Google In-App Billing Detected

    Your APK includes a manifest declaration or an API invocation referring to Google in-app billing services.

    Annndddd... When I push my app over to my Android device, it seems to default to Google Play. Is this going to happen when I upload to Amazon?

  • Ah, no worries. I've had plenty of time to cool off. I've been sitting here the past 30 minutes waiting for the awe inspiring Intel 'Cloud' to build my app. Who needs to take a break when you have XDK to put a cork in things?

    In defense of Cocoon. Um, I know that the Splash Removal Screen price is crazy but the performance that comes with Canvas+ is quite good....

    I'm making an app. Performance isn't exactly an issue. Getting the damned thing published SOMEWHERE without paying a fortune is...

  • Ok, so finally got my app onto my Android device. I'm testing it prior to loading up to Amazon. I click on my button to purchase... and the Google IAP pops up.

    So, since there seems to be no way to set this information in C2, how are you supposed to tell your game/app which IAP to use? If it's downloaded from Amazon, I pretty much have to use Amazon (so they can take their cut). If it's downloaded from Play, I pretty much have to use Google wallet.

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  • Oh, and here's a great one. I got one of those massive .apk files loaded into Amazon for testing. It immediately warned me that it had detected the Google IAP... Well that's damned funny since Google didn't detect it. What's even funnier is that you don't see your app running. They perform all these tests and you have to somehow guess as to whether it looks and works ok.

    ARRRRRGGGGGG...

    ok... ok... so if I want to make Amazon happy, can I just delete this: <script src="cws-buy.js"></script> from the index.html and remove that .js from the project?????

  • I'm sorry. Paying them some cash for a monthly service... I could see that. Shelling out $500 BUCKS to remove THEIR splash screen? Outrageous. I am NOT an advertising agency for their service! That's not providing a service for a fee, that's greed.

    This whole process of getting a C2 project out the door needs to be a LOT less difficult. Right now, I feel like I've been taking an express flight to Paris, got pitched out of the plane somewhere in the Azores with no parachute... and there's no connecting flights going to Paris.

  • Ok, so I purchased C2 and got my project completed and it works fine. You can take a look at a demo version at: http://uprompt.datainterlock.com/Nomad/. I'm personally impressed. It didn't take me ages and it works!

    So next I decide to put this on the Chrome Web Store. Well, that's 2 days work of work that turned into a failure. My app just gives me a blank stare when I click on a purchase button. Why? Ashley say it may be in the IAP so until he gets a chance to look at why isn't working, my Web Store app is in limbo... unpublished.

    Ok, so while I wait for the next update to C2, I'll look elsewhere. I decide to take a look at publishing on Amazon. Well, that's a failure too. I decided on a standalone rather than a hosted app because I'm not yet ready to shell out the cost of an https server. So, I go through the whole process of getting my app ready to publish, resizing and uploading graphics, reworking some code for the IAP, typing in descriptions, uploading the .zip... It looks done. But, I want to test out the IAP in Amazon before I unleash this on the unsuspecting public, right? Hey, it didn't work in Google so let's make sure. Nope. Since I'm writing this on a Windows machine and apparently Amazon apps only work on Android devices (unlike Google which takes an HTML5 app), I need an .apk. Well, I don't have an apk, I exported it to Amazon, which is HTML5 zipped up. They had no problem taking my .zip file but now they tell me, in order to test it, I need an .apk. Well, they're going to turn it into an APK anyway, why not let me see if it works first??? Oh, nevermind.

    Whatever. Time to learn XKD so I can get an .apk... So here I go through the process of exporting my app to Cordova and creating a new project in XDK. Hey, it loaded it... great! Ummm not. When I run the emulator, most of the time the buttons at the top left... simply vanish. I get my blue menu bar and my logo, but no buttons. Sometimes, I do see them when I punch the reload the app button a bunch of times... and they work, when I see them. But, when I click on the one that opens an external website (where my app's help is located), XDK gives me some error about calling a Cordova plugin who's native code is not known to this emulator. Whut? It's a browser plugin. How can that not be native??? Is it alien???

    Ok, let's figure out why the buttons aren't showing up all the time, we'll get to the browser.open thingy later. I discovered that if I kept hitting the "reload app" button in XDK that it eventually shows my buttons. Ok, maybe this has something to do with the stupid XDK splash screen showing instead of my splash screen. So what are those instructions I see on how to get rid of it? Wait, they're showing me java... intel.xdk.device.hideSplashScreen(). Stoopid XDK, why are you telling me this? I'm creating this in C2. I don't code in java. I dunno even where to begin putting that. Let's click some more on the refresh. Oh, now I have something new that just popped up... unexpected call to process.exit(). Whut? I didn't tell anything to exit. Reload again... unexpected call to process.exit(). Holy......

    Ok, fine..... I'll delete the entire project and reload the export... ummm no, I won't. Error creating project: Import directory contains Intel XDK files. Well no kidding it contains XDK files. I exported it so I could load it into XDK. What kind of files did you expect to find there? Commodore 64? What kind of stupid error is that????

    OOOOHHHH KAY... I'll just delete the entire Cordova export directory and re-export from C2... right? Wrong. I try to delete the files and apparently XDK has changed the permissions. What? WHY? It's my stinking computer, why do YOU need to change permissions????

    Ok... restart my file manager with admin privileges... and now I'll delete your stupid privileged files. Hah! Screw you Intel, files deleted! Now, reexport from C2... screw the emulation... let's just go build this thing and get my .apk... right? Sure.

    Wait? You turned a 500k project into two zip files that are 48 MB??? Well that explains a lot. If the code in their chips is this bloated it's a wonder we're still not on 8086's. We'd be at quantum computing speeds if they'd learn how to code properly.

    Next up.... trying to get this monstrous .apk over to my Android phone having never done that before. Oh wait, the battery is dead...

    So my question is... will I ever get this thing published? I'm certainly not happy with this process thus far.

  • One of my beta testers just found this same bug in my app. Even though the button was invisible, he could still click on it. My solution, rather than go through the whole process of destroy, create, move... I just disabled the button.