Exporting to ios/android is too tricky!

Discussion and feedback on Construct 2

Post » Wed Nov 07, 2012 1:20 pm

Have tried several times to export a game to android using both cocoonjs and appmobi by following the available tutorials with no success. Is there any chance C2 will get a better (easier) way to export? In GameMaker Studio and Stencyl when I export all I do is choose platform and voila! there's your apk/ios file. C2 has so many advantages over the other two and with an export method like that C2 would be even more awesome!
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Post » Wed Nov 07, 2012 1:29 pm

I think like you! Maybe in the future is that easy. Let me confirm. Sorry for my bad English ....
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Post » Wed Nov 07, 2012 1:39 pm

We currently have to export to iOS/Android via third parties since they have developed the necessary technologies and we don't really have time to come up with them ourselves.

Where specifically are you having trouble? If you describe in more detail what you are doing and where you get stuck, we may be able to offer help.

Also, you might want to get in touch with appMobi or Ludei. We have no control over their systems, and I'm sure some feedback about points you get stuck or find difficult would be valuable feedback for them.
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Post » Wed Nov 07, 2012 4:42 pm

The CocoonJS Launcher is no longer available on android market so thats going nowhere.

With appMobi in the xdk i get an error about this code snippet:


"<!-- the line below is required for access to the appMobi JS library -->
<script type="text/javascript" charset="utf-8" src="http://localhost:58888/_appMobi/appmobi.js"></script>

<script type="text/javascript" language="javascript">
        // This event handler is fired once the AppMobi libraries are ready
        function onDeviceReady() {
            //use AppMobi viewport to handle device resolution differences if you want
            //AppMobi.display.useViewport(768,1024);

            //hide splash screen now that our app is ready to run
            AppMobi.device.hideSplashScreen();
        }

        //initial event handler to detect when appMobi is ready to roll
        document.addEventListener("appMobi.device.ready",onDeviceReady,false);
</script> "
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Post » Wed Nov 07, 2012 5:54 pm

anyone?
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Post » Thu Nov 08, 2012 7:42 am

What kind of error do you get?
Are you using android? If so, try software rendering instead of directcanvas.
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Post » Thu Nov 08, 2012 2:11 pm

The CocoonJS Launcher is only for testing your app. I think you can get an .APK from Ludei to test directly on your device. Or you could just go ahead and submit to their cloud build system and try out the result.

I'm afraid you haven't provided enough information to comment on the XDK issue - we need to know things like the exact error message. Sharing your .capx would allow us to try it out ourselves as well. Also I don't think appMobi support Android with directCanvas yet, you might have to go with Ludei for now instead.Ashley2012-11-08 14:12:06
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Post » Thu Nov 08, 2012 2:15 pm

This is the error I get:
https://dl.dropbox.com/u/61303567/appMobiError.png
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Post » Wed Dec 12, 2012 1:50 am

@MonDieu: Get the same thing. And, if you do try to put their snipet in anything, the game can no longer work in C2.

Really pissed off on this as Scirra makes it sound like pushing to iOS and Android is a piece of cake. And that is definitely not the case.
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Post » Wed Dec 12, 2012 2:24 pm

@MonDieu, @WildShroom - are you sure you chose 'export for appMobi'? It does not work if you choose 'export for HTML5 website'.
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