mars1985's Forum Posts

  • Solution can be found here for the Intel XDK Build error: https://software.intel.com/en-us/forums ... us&https=1

    "We're still working out some kinks in the new Construct2 export. It looks like this line is missing from the <project-name>.xdk file in the iOS and Windows sections of that file. For example, you should find something like this in a properly formatted:

    "iOS": {

    "platform_": "ios",

    "runtime_": "Cordova 3.x",

    "name_": "iOS",

    "preferences_": {

    The problem is this line is missing (from the iOS and the Windows sections in that file):

    "iOS": {

    "platform_": "ios",

    "name_": "iOS",

    "preferences_": {

    If you add that missing line into the <project-name>.xdk (when the XDK is closed) and then open the project it should fix the build problem.

  • I export my project via C2, using "WKWebVIew on iOS" and "Use new Intel CDK project format"

    After setting up everything in XDK I get the following error when trying to build for iOS:

    "Error: Please specify a supported Cordova version (5.1.1 or 5.4.1)."

    This happens when 5.1.1 is selected and when 5.4.1 is selected

    There is a ticket open here: https://software.intel.com/en-us/forums ... pic/621930

  • Duck tap is also on iOS now. Apple finally approved it after 1.5 weeks. ..

    https://itunes.apple.com/us/app/duck-ta ... 23465?mt=8

    This looks great - nice job! Did you have any problems with the approval?

    I am having a storage issue: viewtopic.php?t=169478

  • So adding <preference name="BackupWebStorage" value="none" /> into my Intel XDK Config.xml file did not resolve the issue with Apple.

    I am going to try rebuilding part of this project using the new WKWebView to see if maybe that will help.

    Anyone else have this issue?

  • Hi Sjryan & - it seems to be a bug since I'm not trying to load any data to iCloud.

    I added this line of code to my Intel XDK Config.xml file that I think might disable iCloud storage.

    <preference name="BackupWebStorage" value="none" />

    I resubmitted so we shall see if that resolves it.

    More info: http://stackoverflow.com/questions/1228 ... calstorage

  • So I finally got my game submitted for iOS using Construct 2 - Cordova and Intel XDK.

    I just received a notice from Apple explaining the my storage isn't being done correctly - has anyone had this issue recently? I do store some local storage based on the score and settings - I wonder if thats what they are complaining about?

    have you submitted your app yet?

    From Apple:

    [quote:2yvkwimr]2.23 - Apps must follow the iOS Data Storage Guidelines or they will be rejected

    2.23 Details

    On launch and content download, your app stores 6.42 MB on the user's iCloud, which does not comply with the iOS Data Storage Guidelines.

    Next Steps

    Please verify that only the content that the user creates using your app, e.g., documents, new files, edits, etc. is backed up by iCloud as required by the iOS Data Storage Guidelines. Also, check that any temporary files used by your app are only stored in the /tmp directory; please remember to remove or delete the files stored in this location when it is determined they are no longer needed.

    Data that can be recreated but must persist for proper functioning of your app - or because users expect it to be available for offline use - should be marked with the "do not back up" attribute. For NSURL objects, add the NSURLIsExcludedFromBackupKey attribute to prevent the corresponding file from being backed up. For CFURLRef objects, use the corresponding kCRUFLIsExcludedFromBackupKey attribute.

    Resources

    To check how much data your app is storing:

    - Install and launch your app

    - Go to Settings > iCloud > Storage > Manage Storage

    - Select your device

    - If necessary, tap "Show all apps"

    - Check your app's storage

    For additional information on preventing files from being backed up to iCloud and iTunes, see Technical Q&A 1719: How do I prevent files from being backed up to iCloud and iTunes.

    If you have difficulty reproducing a reported issue, please try testing the workflow described in Technical Q&A QA1764: How to reproduce bugs reported against App Store submissions.

    If you have code-level questions after utilizing the above resources, you may wish to consult with Apple Developer Technical Support. When the DTS engineer follows up with you, please be ready to provide:

    • complete details of your rejection issue(s)
    • screenshots
    • steps to reproduce the issue(s)
    • symbolicated crash logs - if your issue results in a crash log
  • RBuster thanks! Looks like I am going to try using both in my app Chartboost and AdMob.

    FMFM yeah the sound is silenced after the video runs so it looks like I will just have to use "Static" Ads from Chartboost.

    I am also going to use AdMob banner since Chartboost doesn't have banner support.

    It would be really nice to use reward videos with Chartboost but it breaks the sound...

  • FMFM So it seems the Chartboost reward video kills the app sound

  • FMFM Thanks again!

    thats good to know - I was considering AdMob but it seems like Chartboost would be a better fit for games.

  • FMFM Thanks! I've never heard of it - I will look into it!

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  • With the discontinuation of iAd I wanted to know what some of the Construct 2 iOS game developers were going to use as an alternative that can be easily integrated with a Construct 2 project for iOS?

    - will your new game "Thumb Space" be using in game Ads?

  • Hi hmann128 - I would recommend exporting your game using Cordova and importing your game to Intel XDK. Its a little buggy but it works with some effort.

    Also you don't need to use xCode if you use Intel XDK with Apples Application Loader.

    Here is a tutorial that will help: https://www.dropbox.com/s/i83f0yketwh4v ... T.pdf?dl=0

    Some other helpful links:

    https://www.scirra.com/tutorials/1353/h ... lkphonegap

    https://software.intel.com/en-us/intel-xdk

    https://software.intel.com/en-us/forums ... pic/542582

    Its not easy but it can be done with a lot patience and research.

    I am still looking into an alternative for iAd myself.

  • majesticAsFk checkout Construct 2 Release r223 https://www.scirra.com/construct2/releases/r223 which appears to address these audio issues unless you've already moved on to Unity.

  • Thanks Ashley for looking into the Apple iOS Audio bugs! Looks like Construct 2 Release r223 has everything we need to resolve the audio bugs.

    https://www.scirra.com/construct2/releases/r223

    This is all anyone was looking for was a work around so we can release our games for iOS.

    Just tested this beta and it seems to have resolved all of the audio issues I everyone was having!

    Cheers

  • rafaelfe - kimtaein1 - - majesticAsFk - FMFM - FranktheCactus - julianlee - Zoster63 - shortwave - grigrizljac - BarthSoftware - Animate - - matrixreal - Kraudi

    15+ people recently reporting this iPhone / Construct 2 Audio problems that won't allow the release of there app.

    Ashley is that enough for some additional review / support?

    Problems (iPhone):

    A. Bug - lost audio / sound when you minimize app / switch to home screen.

    How to resolve bug A:

    1. Visit the audio object properties and change "Play in background" to Yes.

    (View Image http://pasteboard.co/1Jjxfzt8.png)

    B. Bug - Audio files must be replaced with with 48000khz or the audio is distorted on the 2nd run.

    After exporting your project replace all of your .m4a audio files with converted audio files set the sample rate to 48000khz using the advanced settings here https://online-audio-converter.com/

    (View Image http://pasteboard.co/1JjFqyGb.png)

    C. Bug - first run audio / sound is missing after converting the sample rate to 48000khz. Anytime you run the app after that the audio is fine but the very first time you install the app and run it there is no sound which is unacceptable for production release.

    No solution yet.

    Everyone here loves how easy Construct 2 is to use but if the apps we've built can't be published - most people will seek an alternate platform with better support and stop participating in the community.

    FYI: Found some threads where were able to resolve the audio distortion in code by reloading audio assets or changing the buffer / sample rate - not sure how this can be done in Construct 2

    http://www.html5gamedevs.com/topic/1915 ... nd-broken/

    https://github.com/nehz/ngWebAudio/issues/2 (iPad2 (32bit 9.2.1) cannot reproduce...)

    https://github.com/nehz/ngWebAudio/pull/8

    https://github.com/goldfire/howler.js/issues/434