part12studios's Recent Forum Activity

  • bump Ashley or anyone could verify if they have been able to successfully submit to Tizen recently. The threat for how to port has it's last post from 5 months ago and a lot of SDK updates have come along since then..

    Also I know there is the appbackr service that handles things, but the issue is that I'm already setup with them through some games I did through GameSalad. Is there not a way to be able to submit apps from C2 for Appbackr from an established email address? it seems kinda silly that they will only except submissions from new users.

  • Hi there,

    So I got everything setup and overall the tutorial worked fine. Tizen updates have caused some things to not be exactly where the tutorial says, but it wasn't hard to find where they went.

    line 3 says:

    <tizen:application required_version="2.2"/>

    disregarding these errors still give an wgt that i can upload but when i go through the manual approach and go to upload to the store i get this error:

    going through XDK (totally not touching the Tizen IDE) it works but then I get this error

    anyone have experience with this?

    Thanks,

    Caleb

  • for a local app you might want to drop the preloading.. i've had some weird inconsistencies with that as well..

    basically in my experience preloading only works for browsers.. not for apps.. you don't have to remove all the preload requests, but just be sure you don't rely on "upon completion" to proceed..

    honestly you shouldn't need to preload sounds for mobile anyway because all of the content is available.. preloading is more important for web sites because a browser is downloading data from the internet which varies in how fast it can deliver it's apps.

  • Hi everyone,

    I was just curious about making a game that utilizes live video footage.. there were some action games in the vein of "lethal enforcer" that i remember, but i can't find them.. so here is something else i found http://www.newgrounds.com/portal/view/506452

    I heard about some AVI plugin, though it's not in C2 currently, but maybe it's a third party plugin? Just curious if this s even possible.. overlaying graphics on it would be cool too, like the old laser disk games like this

    Subscribe to Construct videos now

    Thanks,

    Caleb

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  • awesome! that's perfect. I knew there had to be more to this plugin than just the one default font.

    Thanks!

    Caleb

  • Hi everyone,

    So I have music (wavs) that I have edited that loop perfectly.. however i realize that often music likes to be compressed into mp3 and other formats that don't loop seamlessly..

    My latest build with Crosswalk experiences a slight (but very jarring) hiccup when looping. iOS by way of Ejecta is near flawless (certainly not jarring), so I'm just wondering if there are any options for publishing for Android that would allow a smooth looping audio clip?

    I know mp3 is definitely flawed for looping. I believe ogg is capable of seamless looping.. and i guess m4a (assuming that's what iOS uses).

    are there any options to address this? it feels very unprofessional / cheap to have such a simple problem occur breaking the flow of the game.. the one workaround i might explore is making the songs loop longer, but this comes at a cost of making the game much larger.

    Any tips / advice appreciated.

    Thanks!

    Caleb

  • Hi everyone,

    I'm using sprite fonts in my latest game, but needless to say the readability of them can be somewhat lacking..

    also color variety would be awesome to have as well. I was just wondering if anyone made any interesting alternative font graphics. it seems like you can scale the size of them which is cool.

    before i go and do some of my own I thought I'd check with folks to make sure I'm not reinventing the wheel.

    Thanks,

    Caleb

  • bump, this seems like it would be a very serious issue anyone could face if they want to update an app on the google market or possibly any other android market for that matter..

    my understanding is the keystore file is much like the mobileprovision seen in iOS apps.. this is unique to the app and I'm concerned that the keystore in each new build is not

    I know under the "Application title" you put package name.. perhaps this is what is used to generate the keystore and thus it is constant as long as this package name doesn't change. Is this what others have experienced? Has anyone else posted an update?

    I just want to be sure I understand this before I upload something to the store and hit a problem doing an update.

  • oh thanks! you just fixed the issue.. i thought there was something more too it but couldn't remember.. use *60.. very important

  • ah cool i was thinking about using dt.. but hadn't gotten around to it.. I'll try that out!

    Thanks,

    Caleb

  • Hi everyone,

    I am doing a pause function that I want to freeze everything in place. In the past Time Scale set to 0.0 did the trick, but this time I'm noticing that several things continue to move (things that are driven by every tick) such as "Pollution.X-5".

    Any reason why some objects would keep moving? I am using tweenlite in some cases, but those are not the problem.. its definitely things motivated by "per tick" actions

    you can see the pause problem here http://part12studios.com/temp/BeeGood5/

    Thanks!

    Caleb

  • awesome thanks!

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