Epox's Recent Forum Activity

  • I just found a new object in C2, "CocoonJs Ads". Maybe this will be there for ad display... altrought I did not tested it yet.

  • Thank you austin for the info, and all your efforts to get Clay.io working in the Cocoonjs.

    It could be a great advantage for you as a service developer - asn us as the customers :) - if you have some hw devices to test on. I have this kind of problem too, only have Android phones alround me, and an iPad, what I can "rent" for 24 hour in a month.

    The CocoonJS is relatively easy to use, and have logs with debug info, so ythe only thing you may hate is to connect/deconnect SD card on every run... :)

    I feel like the CocoonJS - and the alternative AppMobi - are unfortunately not really production ready today. Maybe you have several weeks before the final start... :)

  • The R101 do not works with the new AppMobi plugin's preveous version, but perfectly with the very last(rel date2012.08.28). Everything is updating and updating! :)))

  • I've run many tests with audio/music in CocoonJS and additionally in Appmobi. I have a children's book with BGmusic + 2 stories with 38pages each page with narration (10-25sec).

    Music

    -----

    With R100 I have the BGmusic working great, but unfortunately the looping is not a feature, so the hack/solution for this is to make a timer: manually start the BGMusic in every X minutes, where X = lenght of zhe BGMusic. It works!

    Narrations

    ----------

    For the narrations I used to play them as Sounds, but I have very late or no narration start for first time I go to a page. When I second time go to a page it started, but not played trought the end, but for about 10 seconds.

    The solution were to use the preload action in C2, if I preload on start of layout the narrations, they start to play immediately on a page, and they play trought the end. Hurray! :)

    The test was done with preload the first 4 narrations, but I have 2x38pcs of them, so did a for loop for preload all of them. Well, the app starts, the custom loading screen loads the content, and when the preload starts CocoonJS Launcher seems to get busy... but I can capture the last action in it. It seems to PRELOAD the 28nd narration, than it freezes.

    I think the next step shuold be to make a smart preloading logic for myself: preload the next 2-5 narrations, and keep preloaded the last 1-3 of them, and in every page unload all of the others to keep the memory usage low. I think that this 4-9 preloaded sounds shouldnt make memory problems, but keeps the sound playing stable.

  • Blinx123 wish you good luck with one of the best learning "templates/tutorials". You will earn good experiance with this memory game, cause you have easy to understand pieces in it and also have some more advanced like arrays - and the handlign of them in C2.

    Feel free to get ideas from our published game what is really based in this great tutorial: Alpine Croco Memory Game

  • Thank you tap! I'll do some preloading tests with the narration and get back with the results.

    Unfortunately I have some trouble with the AppMobiXDK Chrome plugin nowdays. On my home laptop it were about 30 minutes to start it (I used to restart Chrome, restart computer, and finally the uninstall/reinstall the plugin solved).

    Now I doing the same in my day-time working machine, but with no success. The net work, uninstalled/reinstalled, restarted chrome, restarted the PC, but nothing... :(

    I'll try to simplay upload the app as a zip to the build.

  • I have similar issue that others. The BG music starts, but the Sounds - in my case these are narrations - do not first time. In my stroybook the first time a page is displayed, the narration not starts, but the second time.

    I would like to ask if there is any lenght/size limitation of the sound files? I'll try to preload the sounds...

    My narrations not play trought the end, but for about 10seconds.

    I have 130-250 FPS... :)

  • tap I've done the test modification with the new AppMobi plugin.

    IfAppmobi - Play BG Music by - AppMobiPlugin/PlayAudio

    IfAppmobi - Play narration by - AppMobiPlugin/PlaySound(by name)

    The C2's default audio actions were placed in an Else of the IfAppMobi condition to avoid double play.

    In the emulator(XDK)

    ---------------------

    It starts to play Music, but do not plays narration, and I get tons of 404s in Chrome dev tools:

    "GET localhost/eventlight.alpinecrocostory/3.4.0/media/Story1Page2.m4a 404 (Not Found) "

    Checked the file were here but with lower case characters (story1rage2.m4a), and as I renamed it to uppercase it started to play correctly.

    In the Test anywhere(Android 2.3.6):

    Loads the game, what is super fast (paging, story loading), but the narration not works, and the bug music not started for about 2 minutes. After that - when my phone gone to sleep - it suddenly started the bg music, but as soon as I get out from sleep, it stopped again.

    I trought to use the debug from AppHub, added the debug script into the index.html, reloaded in XDK, pushed into the cloud, received an update in my phone...

    The debug window now shows 1 client, but not any console log is here. :(

    What can I test or how can I capture more debug info now? Do you have any documentation about the debug feature? Am I doing something wrong?

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  • Well, after the real-world test I need to tell that Cocoonjs also have bugs with audio. My narrations were not played in ful lenght, and the BG music sometimes stops. :(

    So I'll go and test the AppMobi plugin and try to use Music for BG music and Sound for Narrations. Will post the results! :)

  • Grubb

    I used to play with RPG maker long time ago. The RPGM provides a wery staight, but so limeted way to make games. As I can remember You have the tilesets, makes levels from it, and add events to the map itself like: If collusion/on - with Door - Go to map2...

    With C2 you will have a chance to divide the specific program pieces, for example - the map generation or map reading from xml is one "Event sheet

    • the menu is an another
    • the movement/actions of the main character is an another
    • the logic of NPCs is an another
    • the score/stante handlig is an another

    So when you need to add something new, you will find it, and can change in one place.

    Code optimisation

    The C2 export default is to Minify the javascript, and since several months it have a great auto-stritesheeting feature, what combines small images into one. This last one is perfect for character animations for example.

    I dont think that anything more can be done technically to make smaller footprint and better performance.

  • Sorry tap, It seems that I have some trouble about the new features of the AppMobi plugin. :(

    The most easy way to let you understand my situlation is to descibe my app's audio logic. It's a simple childeren's stroybook app with currenctly 2 stores, 38 pages each.

    I have a bg music, it starts like this:

    Play AlpineCrocoBGMusic looping (Tag "Music")

    I have narration for every page, when a new page display is fired, the narration work as follows:

    Play "Story" & StoryActive & "Page" & ActualPageNumber not looping from Music (tag "Narration")

    Cause of the tagging the narration can be stopped anytime (Stop "Narration"), and I can start a new narration.

    In the AppMobi plugin the music do not have tagging, so I can not stop the "Narration" when the "Music" is keep playing, can I?

  • Thank You tap! I'll place the new events/action to handle AppMobi audio, run the tests, and will notify you if the app will be build for production.

    I wounder if you can tell me how can I publish now, when the Ads plugin is not ready for include in my app. I just read the Read more, and How does it work (whitepaper) pages of the LiveUpdate.

    Well, I cant imagine to avoid several updates with bug fixes. Can you help me to find a long term strategy for publish my free app by AppMobi?

    Ways I see:

    A: Dont use cloud services:

    + free

    • cant update, publish bug fixes

    B: Wait for Ads plugin

    + Free up to 10 000 MAUs

    + Can update the app with LiveUpdate

    • I do not know when it will came out... :(

    C: Use 1Touch

    + Free up to 10 000MAUs

    + Can update

    • I'm not in the stage where it is ethical to charge any amount for the app (should be in several months, but not now)

    D: Go live with payed cloud (no ads, no in-app-payments)

    • 25-50-100USD/month fee

    + Can update

    + Can publish now

    About AppMobi's audio feature usage in C2

    -----------------------------------------

    From a viewpoint of a C2 game/app maker I have now 2 ways to go to Android/iOS: the most ready for production is AppMobi. Altrought the CocoonJS - even if is not ready and available for prod. - solved to handle the C2's standard audio features: I have great results with 2-3 parallel audio play.

    To find the longterm production way I see that to use AppMobi publishing, I'll need to add the alternate audio actions, additional conditions, and programatically disable the C2's standard audio actions to avoid conflicts (double played audio).

    I see that it may be much easier to update the AppMobi plugin with the audio features, and this could be the best way to start, but do you plan to switch to support C2's standard audio actions somewhere in the future?

    Please note, that I wouldnt want to be offensive, I just tell my feeling so you have some feedback and maybe can make better decisions.

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Epox

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