Epox's Recent Forum Activity

  • Ashley, thank you very much for your fast and detailed reply.

    The related video links are inside an iframe (Youtube iframe API :) )and have target=_blank attribute.

    I'll test the Browser object, since I used iframe object till now. URL data is accessable in Browser.URL, but is it possible to detect URL changes in Browser in an elegant way?

    Anyway, I can store the prev. URL value in a variable and compare it in each tick to the current one.

    I also have Mobile Master Collection / Mobile Browser plugin, what have a "Before Load" setting what enables a "On Before Load" event, and has a MobileBrowser.recentURL value, what seems to be promising.

  • I have a little app for our Kids Youtube channel what have a built-in Video Player and some games for kids.

    I used to use VideoJs with a dedicated website what provides HTML player for all my Playlists, and streamed videos from CDN.

    As it was too hard to re-encode and upload all our Youtube videos to the own CDN, I switched back to Youtube Iframe API, what is simply displays the official Playlists from our Youtube channel.

    My player URL in app WebView: "https://v.kerekmese.hu/"

    Thanks to the Iframe APIs "rel=0" parameter (used to disable related videos, but deprecated), the player on pause shows related videos only from our channel what is Ok, cause our goal is to keep user watch only our videos.

    My problem is when I test with Debug APK in Android device, and click on the displayed related video it starts YouTube Player Website inside the current WebView, example:

    "https://www.youtube.com/watch?v=S8gWfX0GKvQ"

    That makes me alot of problems:

    - its not the same iframe embed, so the UI is different

    - mutes the video

    - displays a big Open Youtube App link

    - the page has scrolling what is ugly

    - displays a lot of related videos from other channels :(

    I've searched for solutions for days now, and found, that I should Handle Navigation by setWebViewClient():

    developer.android.com/develop/ui/views/layout/webapps/webview

    Also found shouldOverrideUrlLoading, what should catch URLs before loading:

    developer.android.com/reference/android/webkit/WebViewClient.html

    I have 2 ideas to handle this:

    Better solution:

    - listen to clicks what's matches: "https://www.youtube.com/watch?v=videoID"

    - get the videoID variable from URL

    - open custom URL inside my Webview: "https://v.kerekmese.hu/videoID" (the same iframe embed made by my own site's html)

    Acceptable solution:

    - listen to clicks what's matches: "https://www.youtube.com/watch?v=videoID"

    - do nothing: do not open this, just wait for user to resume video play

    But I know nothing about Andriod Studio, only using C3 and C3 export/build service for this little project.

    Is it possible to handle link clicks inside C3/Webview?

    Or will I need to do all the coding and build in Android Studio?

    Just finished all the hard work to finally update our app, so many thanks for you kind of help in ancipation.

    Tagged:

  • czar Thanks for your effort. Unfortunately I'll not update this app in the future cause of some new projects, like our great working Youtube Channel: youtube.com/user/KerekMese Here are the animatet versions of the stories - unfortunately just in hungarian language.

  • CodeMasterMike Thank You for your great plugin. I would like to ask if there is a tested routine to mirror (set it to the orher direction) a side view car?!

    I've try to make a container, mirror pieces one by one, and setup the sideview again, but with no success, the pieces of the car falling off.

    Do anyone done it? Please help me if you can.

  • Hi I do not think that the "engine" is solid enough to give it out, the code is dusty, have lots of manual things and so on... I will never have time to clean it up. :)

  • Hi,

    I use SVN with Tortoise in my daytime job, so decided to use it for gamedev too. Researched 15+ SVN hostings and finally I'm really happy with assembla.com. This have a free plan with 1GB of storage, unlimited users, unlimited projects. The 1GB is not so big, but perfect for several pojects, especially if you see that the new/old versions of your files counts as 1 file with 1*size.

    How to register: assembla.com/plans and look for Simple Free Starter Offers / Subversion Hosting. You can enable 30day trial of the full package...

    Note that if You use the 30 days trial, you will need to login and change your plan to free after 30days (till than you can get some connection error on Commit/Update).

    I have about 100K speed on upload/download from Hungary (Central/East EU), what is fair for a free service. In normal modifications (event sheets + several images) I never wait more than 10sec for an udpate/commit.

  • ludei Thank you, so the new features needs tuning from C2 side, not internal improovements with the same input.

    I just looked at the new Box2d demo and sad: "Hey, 100-150+ objects with 60fps, this is what I'm looking for for my project!" I'll keep this project freezed till the C2 implementations will be updated.

  • Unfortunately it freezes and restarts my Alcatel OT995 after the loading screen. :(

  • ludei Ashley

    I would like to ask if any of the new extensions of the release 2012/11/20 is accessable from C2?

    I mean do I need to do custom coding or I can use some kind of C2 ajax pluigns for example to make an IAP?

    When and how can we use the new Box2D native binding of this new release? Is C2 export is ready to use it, or Scirra need to make changes to enhance performance in CocoonJS?

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  • TheDev ( and for ludei)

    I'm in the same situation. Used to do tests with CocoonJs, whith wonderful results, all things seems to run at 55-60fps.

    Started to build a simple physics game, and have no success with performance testing. Done all the performance tips (reduced physics and non-physics objects number by 50%), made the Screen smaller (zoom-in) to show less object in screen in a time, removed all text objects, etc...

    The best I can achieve were about 27-32FPS what sounds to be good, but is really horrible to play, cause of the very slow moton of physics.

    I used to think that 20-60 physics objects are OK for a mobile (1,2Ghz CPU + GPU) with CocoonJS wrapper, but I can not optimize my game to make it. :(

    I can provide a capx/CocoonExport for ludei if they can look at this project to discover which functions make it dead on mobile.

  • ludei I met some problem with Android Launcher today. It were installed on my Alcatel OT995 some months ago, but now the launcher's page say me that "This item cannot be installed on your device."

    Did you changed any accessibility settings? I'm in Hungary, and have a Android 2.3.6. - what is met the displayed requirments.

    Google Play' Own Apps (intalled) page do not contains the CocoonJs Launcher.

  • nastycloud I have the same problem. I have 1 bg music to play, and 40pcs of 15-30sec narrations. I did tests with play as music and play as sound - even with preloading, but with no success. :(

    Anyway great to know that this is a limitation.

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