ranma's Recent Forum Activity

  • Also known as The Most Useless App, based on The Ultimate Machine by Claude Elwood Shannon (the inventor of the word "bit"!).

    https://play.google.com/store/apps/details?id=com.sugart.ultimateapp

    check it out!

  • I jump partially on topic, there's a Creative Commons attribution license, which is NOT a noncommercial license right? so if something is cc attribution you CAN use it in a commercial project right? what's the deal with jamendo that has downloadable music licensed with cc attribution, but in the download dialog they have the "free download for non commercial projects". so can I or can't I use it in commercial game?

  • 1) java is native to android

    2) webview is slow

    simple as that :)

    anyway it was just a proof it can be done and done for fun, not to be used by anyone for any purpose.

  • Hi all,

    I was away from construct for a while creating a proof of concept html5 to java wrapper / compiler and I somewhat succeeded with a published on android market app:

    https://play.google.com/store/apps/details?id=com.sugart.wallpapers

    it still uses much "hacks" to make most of the work in native java, but i managed to make a basic template to compile:

    html files to activities (with lots of manual work)

    global js file as a global class

    some js functions to native java functions (ie. alert to toast)

    some basic html elements to views (img to imageview, button to buttonview, p to textview, etc)

    as I said before it still uses native java for facebook sdk, setting wallpapers, accessing gallery, admob ads, in app purchases etc. but i got the basics running and it was really fun to create this app and (as a webdeveloper) to learn java for android this way, so I would be more than happy if you test it and let me know what you think?

    cheers!

  • that is really sad :( But I gues, that's the way it is.

    Thanks for the quick answer.

  • Hello again :)

    I'm currently trying to port one of my construct 2 games to haxe for mobile deployment. The thing is I used sprites that came with Construct 2 business early adopter license in that game. Am I allowed to use same sprites in resulting non-c2 game / are they royality free or do I have to change them to other royality free sprites if the game is not made in C2?

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  • export the game again, this time change png recompression to none, upload, and it should work.

    browser gives me an NS_ERROR_FAILURE which if I remember correctly is connected to images not being loaded by browser due to them being corrupted somehow.

  • Thanks for bringing this up with them, ranma! I was going to put an inquiry into them this evening about it. As you said, excessive permissions tend to be a nasty stigma for an app especially on the Google Play store. Look at any app with excessive permissions and you'll see plenty of low score reviews with complaints. This is especially a problem for simple games where little to no permissions should be required, unless there is a specific purpose thoroughly explained.yup, thats, why despite what Iker from ludei said:

    It will take some time. We are rebuilding some cloud stuff so you can define which extensions you want to use and thus, setup the proper manifest for each project. In the meantime, our experience in android is that many users do not care too much about permissions so you could upload the game.im actually not going to publish my app, and risk low scores based on permissions being to rough for a simple game. but, they said that they are going to do it, so, as always, we have to wait...

  • they don't call themselves that, phonegap is a technology name, not company's. both appmobi and nitobi (adobe) uses phonegap technology to create native apps from html5 apps that are exported from construct. construct exports using phonegap technology adjusted to nitobi's (adobe's) phonegap build and NOT appmobi's phonegap xdk.

  • appmobi phonegap xdk also is not the same thing as phonegap :)

    phonegap export is meant for phonegap build service, not appmobi phonegap xdk.

  • the signed apk is for testing purposes, you can upload and test it on your device before deployment. the release unsigned.apk is the final application that you will upload to google play store after you signed and aligned it manually (this can be a bit of pain for newbies, but trust me, it's better than automatic signing like appmobi does - you retain the possibility to change cocoonjs to any other library anytime, while with appmobi - you HAVE TO stick with them as you won't be able to update your app).

    as for signing and aligning the apk -> http://wiki.ludei.com/cocoonjs:androidapk

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