jonathanbencomo's Forum Posts

  • 12 posts
  • Title: The Rail Runner,

    Team Developer: Benfont Ltd (http://benfont.com)

    Price: Free (In-app Purchases)

    Wrapper: Intel xdk

    Devices: iPhone and iPad

    iTunes link: https://appsto.re/es/EJ6veb.i

    Mentions:

    http://mobilestartupz.com/2016/09/24/the-rail-runner/

    http://www.appszoom.com/iphone-game/the ... xrgsc.html

    http://www.flowersshops.mobi/forums/sho ... &p=3914216

    (also available for PC on itch.io)

    https://benfont.itch.io/the-rail-runner

  • I had been having this issue for a long time now, and according to this ticket(https://bugs.webkit.org/show_bug.cgi?id=154538) the issue was solved already - but I still was getting it until today.

    I tried everything in this thread but none of the solutions mentioned worked for me.

    I was still getting the audio distorted when I switched my app from sounding on headphones to my phone's speakers.

    However, I have found a plugin that does the trick:

    Just add "cordova-plugin-playfrequency" to your build and the issue with the distortion should gone,

    Full plugin info here:

    https://www.versioneye.com/nodejs/cordo ... ency/0.0.1

    Tested using an iPhone 6S with iOS 10 Beta 8 / built with intel xdk / and made with C2 V234

    I hope this post help,

    BR

    Jonathan

  • BlackFalcon7842 yes I did solve this issue.

    I apologize for not posting it over here for the rest to see, I have been crazy busy with a project I am currently working on.

    So investigating about the issue I came across the following post:

    https://issues.apache.org/jira/browse/C ... 0~%20pause

    in there I found the following:

    "// register these after deviceready event fires

    document.addEventListener("resign", onResign, false);

    document.addEventListener("active", onActive, false);

    function onResign() {

    console.log("on resign");

    }

    function onActive() {

    console.log("on active");

    } "

    So put that line of code in the script part of your index.html file inside intel xdk develop tab and your game now should pause and resume when the menu bars are displayed in iOS - it worked perfectly for me.

    Also most of the issues I had when developing for iOS were solved once I started using the WKWEBVIEW exporting option in C2 and also using that plugin when building the app. I used to have audio issues with iOS 9 and some other issues but after installing that plugin everything went well (and also performance improved) / so I highly recomend you to use that plugin in your builds.

    I hope this helps you with your issue!

    BR

    Jonathan

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  • Has this being implemented yet?

    I need to get rid of some variables after used. They are taking memory that I need for many other things.

    Cheers!

    BR

  • Many thanks for your reply Artpunk,

    I updated the C2 version some days ago and now the sound is working properly on iOS,

    BR

    (update: it was not working properly until I added the plugin "cordova-plugin-playfrequency" - updated the 02/09/16)

  • Hello Digitalsa

    I think it is a great idea actually to use React Native for C2 games,

    Did you manage to use it in the end?

    I can see this post is quite old, so I wonder what did you do about it in the end?

    thanks,

    BR,

  • Hello BlackFalcon7842,

    Did you find a solution for this?

    I am currently trying to do the same with INTEL xdk and no luck so far,

    Thanks in advance for your help,

    BR

  • Hey there, flemmig and grigrizljac

    I managed to fix the issue with the sound in iOS,

    In my case it was the WKwebview - do not check that box when exporting the game from Construct,

    Also do not use that plugin in Intel xdk // I removed those 2 things and the game had audio.

    However, the audio was distorted.

    I googled it the issue and apparently iOS 9 uses 48KHZ frecuency in the audio, so what I did was converting the audio files to that frecuency using this website:

    http://online-audio-converter.com/

    Now my game has audio and in good quality,

    I am still facing one last issue - when I plug the headphones and then unplug them the audio gets a bit distorted. I am still trying to solve that issue out,

    I hope this reply help you guys,

    BR

  • Hello mars1985 did you finally manage to solve this issue?

    I am about to summit my app to the app store for the first time and I checked the reply Apple gave you about storing in the user's iCloud, and in my case my game is storing 89kb - do you think this would be an issue?

    Thanks in advance for your reply,

    BR

  • Hello RBuster,

    I am currently having the same issue,

    Did you manage to solve it in the end?

    Thanks!

  • Hello,

    I am exporting an IOS app using INTEL XDK,

    It is working perfectly on my iPhone 6S,

    However I have no sound.

    All of the files are inside the sound folder in C2, and they are in m4a format.

    I have been reading this report and some others but I have seen nothing that might help me,

    Can someone please help?

    Thanks a lot!

  • Hi,

    I am working on an Android project and when I export it to .apk (to test it on my phone) I don't get any vibration on on the device despite I set it up as instructed by Construct's help: using the browser + vibrate option,

    Is there any other way of setting up the game in Construct 2 so I can get the vibration in the phone when using the .apk file?

    Thanks!

  • 12 posts