JHunter's Forum Posts

  • The name of the APK should be the same name as the name on the google play dashboard. You should also upload the armv7 apk, not the x86 apk. (At least from my experience, the x86 does not work)

  • Sorry, but I'm still having trouble.

    I used the download share option and sent it to my phone email address. The emailed file gave me a public link to the following files Zip, ARM, x86, and Log. I downloaded the ARM file which gave me an APK. I was able to install the APK and it gave me an icon for my phone, but when I run it, it gives me the Cordova box robot splash screen and then goes to black. It does nothing.

    To me that sounds like a problem with how you either built the app in construct or intel XDK. Can you supply me with a list of steps in point form of what you did from start to finish, with information of your phone? Like which model and such

  • > You can do signing through Intel XDK. You create your keystore and such with the menu in the program, and select which keystore you want to sign it with in the apps options before publishing it. Literally just click on the warning messages inside of intel xdk

    >

    Do you have a tutorial for this?

    I'll be frankly honest with you. Following the error messages and clicking the links they provide inside of Intel XDK, or a quick google search, would have solved this issue for you. Making a game is not easy, even with a program that does the code for you. If you cannot follow hints or do a quick search on your own to find the answer, you cannot hope to make a game.

    With that being said, I understand this comes easier to some then others, so I took the time to make you a tutorial. Next time try and figure it out on your own as that is the best way to learn and to improve.

    https://www.scirra.com/tutorials/9380/how-to-make-a-keystore-and-sign-a-apk-with-intel-xdk

  • You can do signing through Intel XDK. You create your keystore and such with the menu in the program, and select which keystore you want to sign it with in the apps options before publishing it. Literally just click on the warning messages inside of intel xdk

  • So instead of installing the plugin manually through Intel XDK and fixing the Admob issue... you made a new plugin? I don't get it... What's the difference? I mean if it works for you, it works, but why?

  • When I export apps from Intel XDK I get two files. One says arm7 something, the other x86 something. The first one is the only one I get to work on my phone, the other, I have no idea what the use is. Make sure you are trying to install this one.

  • Which file are you trying to open? Give me the full name of the file including the extension.

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  • In my personal experience I never got Intel XDK's app preview system to work. I always just build my APK and install them on my phone. Takes about 10 minutes.

  • The wonders of programming means there are many ways to achieve the same thing. Personally, I would try to figure out a way to dynamically handling the songs and notes through one layout. Perhaps using a file to determine when to spawn the notes, etc. Since you seem to only be doing 5 songs, 5 separate layouts would work just fine.

    The correct answer is whatever works for you

  • I did some light research and could not find the options to use the phones native buttons. Like the back button. Most apps use the back button to return to previous layouts and when on the main menu, it gives you the option to exit the game. This is all ease peasy except I cannot find the options to use the phones native buttons...

  • Construct 2 should export 2 files. One being a XDK and one being a XDKE. When you first open up Intel XDK at the bottom left there is a button that says import or open or something. Click that and browse to these files that Construct 2 exported. Then, try them both. One of them will work.

  • I think this might be the solution. Exporting with a regular font would be easier, but I think this will work just fine. Thank you

  • I want to add a new font to my project but I do not want to use webfonts. If the user does not have an internet connection it will interfere with the look of the game and not be quite right. Is there a way to include the font files like you would with music?

  • 1) Load the project into Intel XDK

    2) Add a third party plugin manually: cordova-plugin-ad-admob

    3) Build the application

    4) Download the zip file

    5) Extract the zip file

    6) Copy the one that says armv7 to your android device via a USB cable

    7) Find that file on your android device using a file manager

    8) Tap on that file

    9) Go through the prompts to allow installing from unknown sources

    10) Click on install

    11) Goto the apps area and click on your app

    12) Proceed to test the ad functionality of your application

    Fun Facts:

    NO, there is no other way to test ads. You must redo this process EACH and EVERY time you want to try new code for ads (That I am aware of*)

    IF, you don't have test mode on and start viewing your own ads, you'll lose your account because you are commiting fraud

    YES, it sucks having to do this process. Welcome to the world of programming and app development. Doing the same thing over and over and over again

  • Your problem happens because of how images are and the laws of common sense. You're trying to take 30 pixels of detail and turn it into ... let's say 200 pixels of detail. What the program is trying to do is use the 30 pixels of knowledge it has and stretch it into the 200 pixels. It's going to look horrible. Where as if you had a image that was 1000 pixels and you resize it smaller, the program is able to condense the 1000 pixels of detail into 200 because it has the information of what it should be. This is actually how you should handle images to create sharp, good looking art.

    Think of it this way. If you have 30 apples how are you going to magically have 200 apples? Where as if you had 1000 apples, you could make them into 200 apples.