PePPo's Forum Posts

  • Thanks to everybody for help and support :) I'll try to compress png but I think we all agree that is not the true solution to this problem. I'll check more often the forum for future solution, once again: thanks! :)

  • Thanks Sethmaster but i want to resolve the problem once and for all. I don't want to be in the same situation next time i'm going to develop a bigger game with lots of assets.

    Ashley : do you have a programmed update about this 50mb limit? maybe an option to export in 2 files? (main and assets)

    you know if Ludei will support this feature?

    Or do you have advices to request external file from a server? possibly in a simple way, because i'm not a coder :

  • Thanks danialgoodwin and jayderyu for the reply. One last question: is there a way to set up this using Construct2? I want to say, can i tell c2 what file download from a server? or i need another sdk/tool/language?

  • thanks for the answer, but the game without any assets (graphic and music) is about 8mb. so i need to learn how to use this apk expansion files :(

    Edit: is there any tutorial to use android sdk and apk expansion files?

    i want to say: a step to step guide to open your project in android sdk and what to edit/coding to use these kind of files? now i've this game 100% completed and no way to publish it :(

  • Hi,

    I've a "little" problem with my game, it's 100% completed but the apk is way bigger than 50mb limit of Google Play Store. I've read about the APK Expansion Files on Google Guide, but I've no idea on HOW use this stuff.

    Searchin the web I read about how to create these kind of files (a simple .zip file renamed in "main.XXX.GAMENAME.obb") but CocoonJS and i think also Construct 2, give me a single file >50mb.

    Is there any solution to this? Anyone had the same problem? Please help :(

  • Hello,

    I'm here to promote Rainbow Galaxy, a puzzle game developed by 3 people and other friends who helped in testing and translations.

    Out now on Google Play Store!

    Vote it on Steam Greenlight, please!

    There are 2 game mode:

    Story mode - Travels through the Rainbow Galaxy and defeat the evil darkness restoring colours to each planet.

    Endless mode - Play as long as you can against time, colours and tricks.

    6 Planets

    Red - A volcanic planet with lava and heat!

    Green - A lush planet full of vegetation and rivers.

    Blue - An icy planet made of cold water and glaciers.

    ???

    Discover the other 3 planets during your journey and pay attention to power-ups as they could help you or not!

    I'd like to give credits to every people that made this possible:

    Concept by Giuseppe Santangelo & Luca Monteforte

    Programming by Giuseppe Santangelo

    2d art, Graphic Design & UI by Francesco Segala

    Main Character Design by Daniel Comerci

    Music & Sound by Mauro Serra

    Testing by Giuseppe Santangelo, Luca Monteforte, Mauro Serra & Francesco Segala

    Translation by Valentina Alfano e Dario Antonelli

    Here a video

    [TUBE]http://www.youtube.com/watch?v=HZcO6d237_w[/TUBE]

    and some screenshots

    facebook.com/rainbowgalaxygame

    I'd like to receive comments (bad or good) as they'll keep us improving in future games.

  • Hello, did you find any way to do it? I've the same problem, my apk is 170mb :(

  • thanks to Ashley the r138.2 solved the problem :)

  • I think there's a bug in r138 concerning the Audio.

    Cocoon Launcher reports this error:

    JavaScript Exception ( Tag: 'timer'): TypeError: Object #<Object> has no method 'markAsMusic'

    at new C2AudioBugger (c2runtime.js:16587:35)

    at instanceProto.getAudioBuffer (c2runtime.js:17799:7)

    at instanceProto.getAudioInstance (c2runtime.js:17815:16)

    at Acts.Play (c2runtime.js:17942:20)

    at Action.run_object (c2runtime.js:11990:15)

    at EventBlock.run_actions_and_subevents (c2runtime.js:11588:38)

    at EventBlock.run (c2runtime.js:11566:9)

    at EventBlock.run_subevents (c2runtime.js

    in r137 the project works well (it preloads and then play a song)

    in r138 there's this error and the preview (in the launcher) stops.

    Sorry for bad english.

  • Ok, thanks Ashley :)

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  • Hello,

    I've a little audio problem exporting to CocoonJS, in my project I placed a "pause" button to stop music and the same button to resume. The problem appears after the pause when I want to resume the music, instead of resuming, it restarts from the beginning.

    PS: The "resume" works on pc during preview (Chrome browser); I'm using CocoonJS Launcher on Android device.

    I also tried with audio playback rate 0 (stop) and 1 (normal), but the music doesn't stop at rate 0 in CocoonJS Launcher.

    Anyone had the same problem?

  • musician found, thanks for your interest :)

  • up

  • Kappyh, you have pm <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Thanks a lot Mike, sorry for late reading <img src="smileys/smiley9.gif" border="0" align="middle" />