Thank You @tap! I'll place the new events/action to handle AppMobi audio, run the tests, and will notify you if the app will be build for production.
I wounder if you can tell me how can I publish now, when the Ads plugin is not ready for include in my app. I just read the Read more, and How does it work (whitepaper) pages of the LiveUpdate.
Well, I cant imagine to avoid several updates with bug fixes. Can you help me to find a long term strategy for publish my free app by AppMobi?
Ways I see:
A: Dont use cloud services:
- cant update, publish bug fixes
B: Wait for Ads plugin
+ Free up to 10 000 MAUs
+ Can update the app with LiveUpdate
- I do not know when it will came out... :(
C: Use 1Touch
+ Free up to 10 000MAUs
+ Can update
- I'm not in the stage where it is ethical to charge any amount for the app (should be in several months, but not now)
D: Go live with payed cloud (no ads, no in-app-payments)
- 25-50-100USD/month fee
+ Can update
+ Can publish now
About AppMobi's audio feature usage in C2
From a viewpoint of a C2 game/app maker I have now 2 ways to go to Android/iOS: the most ready for production is AppMobi. Altrought the CocoonJS - even if is not ready and available for prod. - solved to handle the C2's standard audio features: I have great results with 2-3 parallel audio play.
To find the longterm production way I see that to use AppMobi publishing, I'll need to add the alternate audio actions, additional conditions, and programatically disable the C2's standard audio actions to avoid conflicts (double played audio).
I see that it may be much easier to update the AppMobi plugin with the audio features, and this could be the best way to start, but do you plan to switch to support C2's standard audio actions somewhere in the future?
Please note, that I wouldnt want to be offensive, I just tell my feeling so you have some feedback and maybe can make better decisions.