farhanx's Recent Forum Activity

  • you must select basic canvas option with cordova plugin. Without cordova plugin it will not work

  • ludei are you able to find the problem???

  • here is my zip file i again exported using minify JS with depreciated Cocoonjs exporter from Construct2 Release 200.

    Exported Zip : https://www.dropbox.com/s/rrs7sn43yrmks ... t.zip?dl=0

    Capx: https://www.dropbox.com/s/9l88vihesypw5 ... .capx?dl=0

  • Yes i am using Canvas+ because webview never shows anything on the screen and always displays black-screen. I made a very simple testing app and i am attaching here but if you run this with Webview it will display black screen without any single error.. that is why i was using canvas+, please can you guide me why its black screen i am using simple depreciated export by scirra on cocoonjs..

    https://dl.dropboxusercontent.com/u/104183650/newproject.zip

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  • I am also facing black screen everytime i export this with cordova , and believe me I have given up the cordova for IOS. Cordova is good for android corsswalk but i guess for IOS its worse. If anyone has a solution why black screen appears please let us know..

  • I am using cocoonJS since cordova is not properly working for me through intelXDK. The zip file which cocoonJS is making has both m4a and .ogg files, which is making the zip heavier. So i manually have removed the .ogg files since i heard m4a files works fine on all IOS versions than ogg files.

    After this removal my sounds were stop and no audio was playing. So i checked the log of cocoonjs and found this error

    • Audio Load Error: Could not find audio file named "www/xyyz.ogg"

    So i thought maybe somewhere inside construct2 js is forcefully using ogg file. So after few hours of work i have edited the JS part and made the following changes

    useOgg = !!(new Audio().canPlayType('audio/ogg; codecs="vorbis"'));
    useOgg = false;[/code:3j2hr0hq]
    
    I had to make this false because my iPAD had vorbis codec i believe that is why it was running ogg files from the start. 
    
    After this editing my all m4a files started working correctly.
    
    Now my confusion is does ogg files required in any kind of ios instead of m4a files? I need to make my app less heavier to compile through cocoonjs which takes 30mb only...So i am thinking to remove all the ogg files and just allow m4a to run on all version of ios but i am confuse if i am taking a right choice about audio???
  • I am trying to export my game for IOS in cordova using IntelXDK

    Here is the config of the project:

    Minifying JS: True

    Exporting Platform: IOS and Windows (m4A)

    Minimum IOS Target: 7.0+

    IntelXDK:

    Game Engine: Basic Canvas (Almost tried all using phaser and cocoos)

    Use Cordova Plugins:

    Real Device IOS Version: IPAD IOS 7.1.2

    16 GB

    Everytime when i run this on my IPAD using Intel APP Preview it shows me black screen and audio does not run.

    Here is what i have found while debugging on my real ipad using IntelXDK

    What mistake i am doing?

  • I have tested this and it seems like cordova does not work without having these permission access. I just read on https://software.intel.com/en-us/forums/topic/532663 , so it is either a kind of bug or maybe a way to communication by coordova library. So even if i remove "device" , the app is still asking for network permisson

  • That's really informative Windwalker! Thank you for sharing this so other can also know what we are going to have to deal with.

    ......I had no idea that you needed to have an IOS running computer or laptop to create those certificates you mentioned to place your apps on the apply app store! So that means that if I want to publish my game there, I will need to buy an apply computer or laptop just for that?!

    You can get IOS image and then use vmware to run on your windows machine. I did not try making certificate it but i am able to run IOS on vmware without any issue.

    Check https://www.scirra.com/tutorials/907/de ... e-easy-way

  • I am confuse because i need to support IOS 7.1+ ipad/iphones. According to cordova i should publish my app minimum IOS 8.0+ but someone told me i should go with cocoonJS for supporting old and new IOS version. I would like to know what your experience says about this issue? Shall i select cordova and support "ANY" IOS minimum version or i should use CocoonJS?

  • I have used basic canvas and corodva plugin selected , it worked fine but little slow. (Though i am not using any cordova plugin but i have selected this )

  • I am building my apk from XDK build process , i would like to know shall i sign it further with jar keytool to submit my app on google store? Or it is okay to submit in this signed format?

    I see this warning when i verify my apk builded by XDK

    Warning:
    This jar contains entries whose certificate chain is not validated.
    This jar contains signatures that does not include a timestamp. Without a timest
    amp, users may not be able to validate this jar after the signer certificate's e
    xpiration date (2041-09-02) or after any future revocation date.
    [/code:vuymm632]
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farhanx

Member since 1 Oct, 2013

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