part12studios's Forum Posts

  • ok cool i see now.. I also noticed that it doesn't recognize the 4th digit.. I thought I had incremented by one for the build i was pushing up..

    Thanks!

    Caleb

  • Hi there,

    I have a project I've made and published to google play. I used crosswalk to do it and all was well.

    Then I had to reinstall windows / xdk and do things again.. i set the version number in c2 to 1.0.2.0 and 1.0.2 in XDK.. however when I go to upload this updated APK i get this error:

    "Your APK's version code needs to be higher than 20012."

    I don't know where this number can be found. I had done an update once before and it worked ok, but that was before I did a system rebuild.. where can I find that 20012 number and increase it to something higher?

    Thanks!

    Caleb

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  • ok that's great to know first hand

    you can actually play it on the wp8.1 store if you have a 8.1 device "Bee Active". It's free

    however to answer your question here, it seems like there is a 10-12 sec delay before music starts.. normal sound effects seem ok (though they feel a touch laggy.

    Interestingly sound effects seem fine. They load quick and do well from my testing..

    Sometimes music will start and then stop after 1-2 sec..

    So yea overall it seems like music playback / triggering is where the issue seems to be with an 8.1 WP app from my testing

  • Ashley that's great to know.. I've run into problems with preloading through iOS, but it's never been a big issue to work around,

    what is this ""audio object's readyState turns to 4 (HAVE_ENOUGH_DATA)." I feel like I'm missing something here.. the value becomes "4"? how do I see that to know its "4"?

    Also, in case I have your ear here, I'm seeing some trouble with Windows Universal Apps and Audio on WP8.1 the current WP8 plugin that has an audio call doesn't seem to fire off audio on 8.1 and the straight audio from Win8 (which works fine) is very laggy on WP8.1 devices..

    Thanks,

    Caleb

  • Hi there,

    So I'm working on a universal app which C2 now supports. it's nice, but I'm hitting a problem regarding audio.. for Windows 8 all is well. Audio plays as it should, but for the WP8.1 version of the app, audio is laggy.

    My next step was to try and incorporate the WP8 plugin created by thehen, but this results in no audio for W8.1 or WP8.1 if i use the plugin's wav calls.

    Has anyone else experienced this? This is pretty serious as I'd really like to have a universal app that can play sounds properly.

    if you have a WP8.1 phone (any WP8 owner can upgrade) you can find the app on the app store.. http://www.windowsphone.com/en-us/store ... a42893a64a it will not show up if you're still on WP8.0

    Notice how long it takes for audio to catch up.. this isn't the case with Windows 8.1 Audio/performance is as you would expect.

    Thanks,

    Caleb

  • Can anyone offer a breakdown of how to get a game to Ouya with C2?

    I have experience with CocoonJS and XDK, but I did a test and it seems that the joystick mappings failed to work.. Has anyone produced a game with C2 and got it on the Ouya?

    It sounds like it's almost possible, but has anyone actually been able to get their app on the store or even just got an APK on their Ouya that responds to joystick?

    I did a test with CocoonJS once with joystick and it failed to respond.. I just don't know what I did wrong.

    Thanks!

    Caleb

    FYI, I contacted the maker of Sticky Sticky and he did it in HTML5 + phone gap. C2 wasn't used.

  • 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

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    Thanks,

    Caleb

  • 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