Bleenx's Recent Forum Activity

  • It's been a while again so thought I'd say a little more. I tried to follow the tutorial from Ashley about exporting with Cordova using Crosswalk in the XDK, but every time I do, nothing shows up in the emulator and the build always fails. If someone has an idea about things I could have done wrong, or give some insight into my previous problem, I'd sure appreciate it.

  • Giving this a bump this morning to see if any new views may provide an answer. I only need some advice on making Cordova see where the Android SDK is, which you'd think it'd find since I made the environment variable.

  • Hi,

    I've been following the tutorial for building an APK using Cordova and reached this point in the tutorial: https://www.scirra.com/tutorials/4846/b ... app/page-9

    I set the system variable using the same path in the tutorial. Everything seemed fine until I got to the build part. Unfortunately, command prompt is returning a message saying that the Android SDK is not found and that I may not have the required environment or OS to build the project.

    I installed the Android SDK along with the other programs needed and all is fine until the build part. I rebooted my com, checked the variable once more, even copy pasted the tutorial's location, which is the same as mine, and still it's the same result in CMD.

    Any advice on getting this to work or perhaps a tutorial using something that may provide better results? I tried Ashley's tutorial and couldn't build it in XDK. I'm at a loss here

    Thanks for any help.

    Bleenx, I haven't been following their forums closely so I don't know if it's been discussed. The editor already has visual scripting for creating shader effects and animation controls, so I imagine that it'll be like that (ie similar to Playmaker / UE4's Blueprints). Not as intuitive as c2's event system, IMO, but it'll be far better than learning to code!

    Ha.. right! I don't enjoy programming. I don't have the brain for it. If it weren't for something like c2, I'd be stuck watching C# tutorials on YouTube and trying to figure out Unity. Here's hoping Godot can do something that helps more artsy people with the visual scripting thing.

    Bleenx,

    The answer to your question about visual scripting is here in the Godot roadmap, Core Engine #24....

    Oh cool, thanks for that. It seems like a target later than even this year with all the stuff before it. Of course, I'm not sure how fast the devs work though. Has anyone talked about visual scripting for Godot in detail, like if it's gonna be similar to Playmaker for Unity or something as nice and convenient as C2? I saw that it said it would be similar to Blueprint for Unreal but I'm not familiar with that at all.

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    I haven't build for ios yet. Have you checked this part of the godot manual:

    http://godot.readthedocs.org/en/latest/reference/_compiling.html

    This is also a good place to find help:

    https://godot-engine.zeef.com/andre.antonio.schmitz

    Hope you find what you are looking for.

    The only thing I saw about visual scripting in Godot was a quick post in 2015 that talked about adding it in the future. The post didn't give a time frame. Any news on this anywhere? The one thing that drew me to C2 was visual scripting...I just can't get my head wrapped around writing true code.

  • Thanks zenox98 and ASHLEY. The way I have this game set up is reliant on the video to play without touch; otherwise, it doesn't make sense. I'll just have to find another way to do things, such as using sprites and different graphics altogether. Oh well...no biggie.

  • Yes, every video play needs a touch to start.

    Ashley ... is there any way that this could ever be changed in the future and have the video auto play when called? Or is it something that will never work on mobile?

  • >

    > > I'm not aware of any bugs in the video plugin right now (other than the one we just fixed in the latest beta), so if you find any please report them as usual following all the guidelines. However video is a bit tricky due to the browser support situation:

    > >

    > > - generally Chrome can play any format, but Chromium (NW.js, Crosswalk) cannot play H.264 (because it's a patented format and Google only have a license for Chrome). VP8 should work. You have to encode these videos yourself, so make sure you get the encoder settings right.

    > > - iOS can only play H.264, not VP8, VP9 or Theora. You can add multiple sources to the video plugin and it will fall back as appropriate. So to guarantee playback on all platforms you need VP8 and H.264.

    > > - on mobile (both Chrome for Android and iOS Safari) you can only start media playback in a touch event. This applies to music as well. Construct 2 uses the same workaround for video as it does for music: if you try to play when you're not allowed to, it queues it up to be played in the next touch event when it will be allowed. However this means you must touch the screen at least once for there to be any chance that video can play. If you're just starting up the app and watching it, it won't be able to play until you touch it.

    > >

    >

    > Thanks, Ashley for the info. I have three encoded files that I bring in: mp4, webm, ogv. Even in the case of the encoded VP8 webm file, the audio from the video plays, not the video itself. There's a little black box of the video that pops up, but the actual visuals in it don't play when I test over LAN. You can only hear the audio and see a black box.

    >

    > I don't know how to attach a .capx file but I can leave this link to DL from my Drive account for someone to test and see if they get the same result as me. https://drive.google.com/file/d/0B9UIax ... sp=sharing I just saved the file as a capx.. not sure if it keeps the video in it when I share it..

    >

    I GOT THEM PLAYING, YES!

    i simply deleted the .mp4 and Theora sources from the project (and make sure when you export to the same folder, old files -with older names- are still there)

    next, i loaded up a Webm vp8, resolution set to 1280x720 (in my 640x360 game!) variable bitrate of 1200 and Vorbis audio.

    the video plays perfectly fine after touching "new game" from the layout before that. so it basicly plays just fine without the need for another touch in this particular layout, so i bet you could find a way sorting your problem out as well <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    thanks again Ashley !, you guys already provide so much with C2 in general plus all the effort on your community.

    really amazing job you guys doing! <3

    I'm glad you got it to work! Unfortunately, I've done the same thing and can't get the video to show over LAN or on export. I've basically given up on it. I just see no way of making it work.

  • [quote:3lsq0cke]I installed this on my Moto G and it plays great. I like the style and everything. Buttons are a tad small but it's not a problem at all. How big were your sprites if you don't mind me asking? Any cool info like that you can share would be great. Good job and good future to you!

    Thanks for Your opinion, button will be bigger i new update version of game. We all time working on game we take all suggestion in our hearts.

    Which sprites You mean?

    Awesome, but the buttons size isn't too big of a deal. I just have big hands haha... as for the sprites, like the player and enemies. Also any other elements in the game. Just trying to get a good idea of the size I'd need to make a game that looks this crisp on mobile.

  • I installed this on my Moto G and it plays great. I like the style and everything. Buttons are a tad small but it's not a problem at all. How big were your sprites if you don't mind me asking? Any cool info like that you can share would be great. Good job and good future to you!

  • I'm not aware of any bugs in the video plugin right now (other than the one we just fixed in the latest beta), so if you find any please report them as usual following all the guidelines. However video is a bit tricky due to the browser support situation:

    - generally Chrome can play any format, but Chromium (NW.js, Crosswalk) cannot play H.264 (because it's a patented format and Google only have a license for Chrome). VP8 should work. You have to encode these videos yourself, so make sure you get the encoder settings right.

    - iOS can only play H.264, not VP8, VP9 or Theora. You can add multiple sources to the video plugin and it will fall back as appropriate. So to guarantee playback on all platforms you need VP8 and H.264.

    - on mobile (both Chrome for Android and iOS Safari) you can only start media playback in a touch event. This applies to music as well. Construct 2 uses the same workaround for video as it does for music: if you try to play when you're not allowed to, it queues it up to be played in the next touch event when it will be allowed. However this means you must touch the screen at least once for there to be any chance that video can play. If you're just starting up the app and watching it, it won't be able to play until you touch it.

    Thanks, Ashley for the info. I have three encoded files that I bring in: mp4, webm, ogv. Even in the case of the encoded VP8 webm file, the audio from the video plays, not the video itself. There's a little black box of the video that pops up, but the actual visuals in it don't play when I test over LAN. You can only hear the audio and see a black box.

    I don't know how to attach a .capx file but I can leave this link to DL from my Drive account for someone to test and see if they get the same result as me. https://drive.google.com/file/d/0B9UIax ... sp=sharing I just saved the file as a capx.. not sure if it keeps the video in it when I share it..

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Bleenx

Member since 27 Feb, 2016

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