tap's Forum Posts

  • Yep, you actually emailed me with this and I just responded to the email. If it works for you I will update the source on github for everyone.

  • Hey all, sorry for the delay I was on vacation this past week.

    eldods - while I don't have any specific "backlight api" calls available to me, I do have a "device power" api that I can set to always on. This should resolve your issue.

    degortg - could you send me the .capx so I can have a look at what is going on? That way I will have a better understanding.

    Thanks!

  • xyboox - absolutely, I will work on adding geo as well.

    Epox - Not this latest release. But possibly the next one. I have an issue with DC and any release later the latest stable r95. So I just want to improve the DC integration before Ashley adds it into the official release.

    degortg - If I understand correctly you say that when you select to scale using Letterbox you get black bars on the side? If so, I believe that is how the letterbox is designed to work. You may want to try just the scaling option instead if you do not like the bar. I hope I understood correctly

  • Hey xyboox,

    So you are looking to use the camera in your C2 game? Cool.

    Well our JS api does have camera support. I did not implement it into the C2 plugin yet. I did not think it would be an item on anyone's requirements list. But apparently it is. :)

    Check out our API doc on it and let me know if this is what you are looking for. If it is, I'll move it up the list for you.

    http://appmobi.com/documentation/jsAPI/camera/index.html

  • mikepixie - awesome! I'm glad to hear that is what you need.

    pavelkn - I will add the on end event and update the code on github. As for the ability to control while playing and monitoring of multiple audio files, as soon as our native developers have that implemented I will be sure to add it to the plugin.

    eldods - I am expecting to have it implemented the week of Sept 17. I hope that is ok.

  • eldods, "soon", that's so relative. What does "soon" really mean? <img src="smileys/smiley2.gif" border="0" align="middle" />

    But to answer your question, I'm in the middle of improving the directCanvas support for the plugin and part of that is adding more of our api including the accelerometer. I can't promise a specific day yet, within the next couple weeks at the latest I would imagine.

  • Hey Mike,

    Nope, it is not. All it does is launch the devices browser, so you wont be able to communicate back to the app. It looks like you want to use showRemoteSiteExt. This will open a new webview loading up whatever url you wish. From the child WV you can use mainViewExecute to send data back to the parent.

    I believe that is what you are looking for.

    A helpful hint, if you don't want to have a "close" icon over your remote site as stated in the docs, just upload a transparent png and set the x,y,w,h of the icon to 0, then in your child just fire closeRemoteSite

    I hope that all helps.

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  • Hey pavelkn,

    Currently in the plugin I do not have an On Audio End event however our api does have one available and I will work to get the code updated for you tomorrow.

    Right now the Start Audio action which has the event available only allows one file to be played at a time while the Play Sound action can play multiple files but has no On End event available.

    I talked with our native developers about enhancing the audio api to give give functionality like start/stop/monitor multiple audio files at once,as well some other cool features. That will probably take several weeks to start, implement, test, deploy given the current priority list.

    I hope that helps.

  • Sure. Actually neither the Start Audio and Play Sound actions limit the length of your sound file. So if I'm not missing anything, you should be all set.

  • xyboox - I do not know off the top of my head why Google Play would say it's incompatible with your device if your version is greater then the required version. I would recommend posting that question on our developer forum at http://forums.appmobi.com/viewforum.php?f=11 Our QA guys can give you a hand as they deal with version issues like this more then I do.

    pavelkn - Are you looking to know when a sound effect like say a "laser blast" ends, or is it a longer audio file like background music? If it's a longer audio file like BG music, I could add that event to the appmobi plugin as a trigger. Would that be helpful?

  • Hey weltenbauer,

    As far as "...Is this possible?...", sure it sounds like it should be. You just add the plugin to C2, create and export your game and then build it. Unfortunately I'm not much help when it comes to building it yourself. When you say "... building it ourselves in XCode..." are you using your own custom system or the open sourced build system by appMobi? If you are using the openSource version of our build system you may be able to find support on our developer forum. But also keep in mind the open sourced version will not have the latest updates that our official cloud service build system has. Just something to keep in mind.

    I wish I could be of more assistance with your custom building. Good luck, and like I said check out our forums at http://forums.appmobi.com/viewforum.php?f=25

  • Absolutely. I will get that setup today and then update this post when its ready. I just have to make a readme.

  • Yep that is a known issue. Currently the playMobi plugin does not work when exporting using DirectCanvas. I wanted to get the initial version out as it works everywhere else, web, mobile web, and device, just noton device with DC enabled. I also wanted to work on some appMobi plugin additions that folks have been requesting. There's just some additional logic that I need to implement into the plugin to make it work seamlessly for both DC and non-DC games. But have no fear, DC support is on the short list for the playMobi plugin. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hey Kat,

    I looked into this. Actually the calling of StartAudio twice is not a bug, I give the user the option to call it via the audio dropdown or by typing in the name. So the same method is called but with different parameters. I did however notice that I duplicated the ID's of some actions and that was causing the wrong method to be called. I fixed that and updates the plugin at https://github.com/koza/appMobiC2Plugin.

    As for deploying on the PC, in order for the appMobi plugin to work, you need to export your game for appMobi. In case you are not familiar with appMobi, not only does our build system allow you to deploy to mobile devices like IOS, Android, Kindle Fire and Nook. But also for the web to Facebook, The Chrome Store, Mozilla Store, HostMobi or to your own server.

    The easiest way to test your game is to export your game from C2 and run them in our XDK.

    I updated the example .capx file to illustrate how to play a sound effect. You can download it at https://www.dropbox.com/s/lsuzlgr8s4yl7ye/audioDemo.capx. Check it out in C2, then export to appMobi and select "Phone Browser" instead of "DirectCanvas". Then you can test that bundle in our XDK.

    I hope that all makes sense. If you need assistance with our XDK or build system, feel free to PM me, I'll be happy to help.