adamcreator's Recent Forum Activity

  • What's the current best way to make game saves and loads for Android games?

    I read the manual on "How to make savegames", Local Storage, and Web Storage, but I'm getting funky effects so far when testing APK builds on my Samsung, such as gamesaves not loading even after hitting save spots, as well as odd effects when just testing out of C2 through Preview on my PC, such as the load resulting in an odd spot in the events.

    I'm keeping things simple for now, just using: [System > Load game from slot "mysave"] to load, and [System > Save game to slot "mysave"] as well as [System > On save complete] to save, with the hope that it'll load exactly at that point of what happens after [On save complete], but it seems to be missing events happening after loading.

  • Not odd at all. I studied the manual entries on performance tips, images are already 25% HD, meant for a total screen width (in landscape) of only about 500 pixels, there are no loop iterations, and I change layouts all the time just in case it helps.

  • I read about performance tips in the manual, but how do you make the app just lag instead of completely crash when it's pushing the RAM? I'd kill for just lag. :/

  • What's the latest way/plugin to make AdMob work in an Android app using the latest releases of C2 and XDK?

    (cordova-plugin-admobpro? cordova-plugin-ad-admob-master? cordova-plugin-admob-free-master?)

    Edit: Oh hell yes. cordova-plugin-ad-admob-master just worked for me. If anyone else needs help: Download the ZIP here github.com/cranberrygame

    cordova-plugin-ad-admob and unzip its contents and in XDK load a local plugin and choose the main folder zipped from that, for a working AdMob plugin.

  • Yeah that's why I wanted to see if it worked for others before saying anything. We have tested a lot after though and never got any fails or errors in game on the Macs we tried.

    mapmerry I'm interested in this fix you discovered because I have the same issue. I've gotten to where my GPlay game doesn't load, but rather has the red progress loading bar, due to having too many image and audio assets: 771 png images at 34.3mb, and 539 ogg sounds at 23.7mb. But when I applied your fix, it just did this thing where the blue bar goes forward then back again, and loops that way, never actually finishing the loading. Also attempted it with 9 instead of 3, same thing. Have you by any chance discovered an improved version of your fix since last? Thanks

  • I couldn't find it. Do you mind looking for it? Also something I should have noted is that the red progress bar also happens when previewing it in Chrome out of C2. Unsure whether or not that affects the server aspect you mentioned. I also notice that the issue doesn't happen in Edge. Just Chrome and Firefox, of the browsers I use. Thanks

  • It's funny you mention bluestack because I tried that too but for some reason it just seems impossible there, even when it works on an actual phone.

  • Yes, I've also never found anything like that, including just now when I checked every page carefully in the GPlay Developer Console.

    My guess is that it involves editing/adding code to a file after export, such as config, index, etc.

  • I've gotten to where my GPlay game doesn't load, but rather has the red progress loading bar, due to having too many image and audio assets: 771 png images at 34.3mb, and 539 ogg sounds at 23.7mb. However, it fails so soon that it seems to simply be giving up too quickly. Do you have any ideas on how to make it load the assets anyway instead of giving up so fast? Thank you

    (I have preload sounds set to yes, because if I don't then sounds just come in way too late in scenes. I looked for an event to preload 'all sounds' or even play 'all sounds' but couldn't find it. If that existed, I could set preload sounds to off and then in an event preload or even play all sounds at -100 volume in the background so that they all load after the actual game loads, thereby bypassing the error. But no way to do that yet that I know of without manually making 500+ events for the 500+ sounds which I wouldn't.)

  • I've experimented by making dozens of test builds using all sorts of different variables, options, plugins, etc., so it is plain to me that there is still some audio issue with at least the *latest* versions of C2 and XDK. If anyone is able to get audio to work--using the latest versions--please give me every detail you can about what options, settings, plugins, etc., you used. (i.e., new/old XDK format, min OS, plugin additions/edits, etc.) Otherwise I may have to look into using the previous version of C2, if that's possible and would lack the error.

    play.google.com/store/apps/deta ... t.wolftest Also if anyone has a mobile Android device and actually gets sound running this test app please let me know. Can also be found by searching Google Play for: wolftest

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  • Problem Description

    Audio doesn't play, or even crashes app after splashscreens, in Android apps built using the latest versions of C2 and XDK.

    I've experimented by making dozens of test builds using all sorts of different variables, options, plugins, etc., so, if you do get it to work, please give me every detail you can about what options, settings, plugins, etc., you used. (i.e., new/old XDK format, min OS, plugin additions/edits, etc.)

    Attach a Capx

    dropbox.com/s/mmefczamy5ybc7e/audiotest.capx

    Description of Capx

    Click or tap anywhere to play an audio.

    Steps to Reproduce Bug

    • Have audio in latest C2.
    • Export for Android.
    • Build with latest XDK and test.

    Observed Result

    Audio doesn't play, or crashes app.

    Expected Result

    Audio plays.

    Affected Browsers

    • Chrome: NO
    • FireFox: NO
    • Internet Explorer: NO

    Operating System and Service Pack

    Windows 10 Pro latest.

    Construct 2 Version ID

    r227 64-bit

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adamcreator

Member since 13 Mar, 2015

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