adamcreator's Forum Posts

  • Yeah that's why I wanted to see if it worked for others before saying anything. We have tested a lot after though and never got any fails or errors in game on the Macs we tried.

    mapmerry I'm interested in this fix you discovered because I have the same issue. I've gotten to where my GPlay game doesn't load, but rather has the red progress loading bar, due to having too many image and audio assets: 771 png images at 34.3mb, and 539 ogg sounds at 23.7mb. But when I applied your fix, it just did this thing where the blue bar goes forward then back again, and loops that way, never actually finishing the loading. Also attempted it with 9 instead of 3, same thing. Have you by any chance discovered an improved version of your fix since last? Thanks

  • I couldn't find it. Do you mind looking for it? Also something I should have noted is that the red progress bar also happens when previewing it in Chrome out of C2. Unsure whether or not that affects the server aspect you mentioned. I also notice that the issue doesn't happen in Edge. Just Chrome and Firefox, of the browsers I use. Thanks

  • It's funny you mention bluestack because I tried that too but for some reason it just seems impossible there, even when it works on an actual phone.

  • Yes, I've also never found anything like that, including just now when I checked every page carefully in the GPlay Developer Console.

    My guess is that it involves editing/adding code to a file after export, such as config, index, etc.

  • I've gotten to where my GPlay game doesn't load, but rather has the red progress loading bar, due to having too many image and audio assets: 771 png images at 34.3mb, and 539 ogg sounds at 23.7mb. However, it fails so soon that it seems to simply be giving up too quickly. Do you have any ideas on how to make it load the assets anyway instead of giving up so fast? Thank you

    (I have preload sounds set to yes, because if I don't then sounds just come in way too late in scenes. I looked for an event to preload 'all sounds' or even play 'all sounds' but couldn't find it. If that existed, I could set preload sounds to off and then in an event preload or even play all sounds at -100 volume in the background so that they all load after the actual game loads, thereby bypassing the error. But no way to do that yet that I know of without manually making 500+ events for the 500+ sounds which I wouldn't.)

  • I've experimented by making dozens of test builds using all sorts of different variables, options, plugins, etc., so it is plain to me that there is still some audio issue with at least the *latest* versions of C2 and XDK. If anyone is able to get audio to work--using the latest versions--please give me every detail you can about what options, settings, plugins, etc., you used. (i.e., new/old XDK format, min OS, plugin additions/edits, etc.) Otherwise I may have to look into using the previous version of C2, if that's possible and would lack the error.

    play.google.com/store/apps/deta ... t.wolftest Also if anyone has a mobile Android device and actually gets sound running this test app please let me know. Can also be found by searching Google Play for: wolftest

  • Problem Description

    Audio doesn't play, or even crashes app after splashscreens, in Android apps built using the latest versions of C2 and XDK.

    I've experimented by making dozens of test builds using all sorts of different variables, options, plugins, etc., so, if you do get it to work, please give me every detail you can about what options, settings, plugins, etc., you used. (i.e., new/old XDK format, min OS, plugin additions/edits, etc.)

    Attach a Capx

    dropbox.com/s/mmefczamy5ybc7e/audiotest.capx

    Description of Capx

    Click or tap anywhere to play an audio.

    Steps to Reproduce Bug

    • Have audio in latest C2.
    • Export for Android.
    • Build with latest XDK and test.

    Observed Result

    Audio doesn't play, or crashes app.

    Expected Result

    Audio plays.

    Affected Browsers

    • Chrome: NO
    • FireFox: NO
    • Internet Explorer: NO

    Operating System and Service Pack

    Windows 10 Pro latest.

    Construct 2 Version ID

    r227 64-bit

  • Yes to all and already did to all.

  • Yes, I built it both with and without the Media plugin. Both crash.

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  • Just found out after tedious tests that the Audio plugin in C2 is causing my built app to crash after the splash screen. With Audio plugin deleted in C2, game works, minus sound. With Audio plugin included, game crashes. Latest version of C2 and Intel XDK. Even when manually adding the official Media plugin in XDK. What is the correct current way to build an app with audio for Android/Cordova/Crosswalk?

  • It works now! Disregard this bug report, which I didn't delete so that maybe someday it helps someone else. I learned that Spriter

    objects just don't show up in Intel XDK's Test but they do actually show up in the actual final Build. The Test mode doesn't use certain

    plugins, whereas the final Build does. Woohoo!

  • Problem Description

    Unsure if this is a bug, but just in case: Spriter object appears in Emulate feature of Intel XDK but fails to appear in actual Test or Build on actual mobile device.

    Attach a Capx

    dropbox.com/s/ehw5pm2wgjk9r08/wolftest.capx

    Description of Capx

    Small animated Spriter object on green layout for testing purposes.

    Steps to Reproduce Bug

    • Use Spriter in C2.
    • Export project.
    • Open project in Intel XDK.
    • View project in Intel XDK Emulate feature.
    • View project using Intel App Preview app on mobile device.

    Observed Result

    Spriter object appears in Intel XDK Emulate but not in Test or Build.

    Expected Result

    Spriter object appears in Intel XDK Test or Build.

    Affected Browsers

    • Chrome: NO
    • FireFox: NO
    • Internet Explorer: NO

    Operating System and Service Pack

    Windows 10 Pro latest.

    Construct 2 Version ID

    227

  • Is there a consensus on the best steps for bringing your game from export to build to publish on Android/Google Play? There are lots of different sources out there suggesting different things, whether it's the manual, or tutorials, or answers on forum sites, which are all like bits and pieces of tutorials that don’t always agree, instead of one big one that covers all the most up-to-date details that are likely to work for most people for most projects. Being sure to have the latest version of C2 and Intel XDK is a good first step. After that:

    EXPORT:

    1) Minify script? Yes/No

    2) Use new Intel XDK project format? Yes/No

    3) Minimum supported OSs: Minimum Android: Which to choose?

    BUILD:

    1) Adobe PhoneGab Build or Intel XDK? (By my experience, PhoneGap Build offers practically no options/help/app preparation, compared to Intel XDK's many forms and features.)

    2) Intel XDK Projects Tab: Do anything under Plugin Management, or leave as-is? (Dependent on: "Use new Intel XDK project format?")

    3) Intel XDK Projects Tab: Plugin Management: How to use the Admob Ads plugin? (Is it necessary to purchase and use a 'Cranberry' third-party plugin?)

    4) Intel XDK Develop Tab: Edit or do anything with any of these files? (Such as regards plugins in intelxdk.config.android.xml)

    5) Intel XDK Emulate Tab: How dependable is the Samsung Galaxy S emulation result? (Example: In my current project, it works, but testing on device doesn't.)

    6) Intel XDK Test Tab: Intel App Preview on Samsung/Android device: How to resolve issues of the app not working correctly the way it does in-browser and in Emulate Tab? (Example: In my current project, it only goes so far as to show the loader, and then the background color of my first layout, but it fails to show/run my Spriter scene/pngs.)

    PUBLISH:

    1) Google Play Developer Console: APK: Upload new APK to Production: For apps larger than 100MB, how do you use Expansion Files?

    *Advanced: How do you use Expansion Files for games involving two separate C2 projects? (For example: Perhaps the last layout of the first C2 project ends with "Go to layout (by name)" and the "name" is the first layout of the second C2 project?)

  • Rasputin Aw thanks! I'll definitely get to that when next I'm in front of the work. Plugins are likely where the cause lies. Thanks!