[PLUGIN] appMobi Plugin Updates

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Post » Mon Sep 03, 2012 11:00 am

After a few hours of "training" I learned that building the app after pushing the project to the cloud will not actually output the latest version of the app, but instead I need to "Live update" it ( as per attached screenshot ). So now it works as supposed to.
However, my second issue, related to the app-lab incompatibility still stands. Any solution for that, @tap?

xyboox2012-09-03 11:04:47
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Post » Mon Sep 03, 2012 9:22 pm

Hi Tap!

I try to use trigger for "end of sound" that exists in C2. But it does not work in Appmobi. DO you have any suggestion how to handle the end of sound for ipad or android.

Thanks
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Post » Tue Sep 04, 2012 2:01 pm

@xyboox - I do not know off the top of my head why Google Play would say it's incompatible with your device if your version is greater then the required version. I would recommend posting that question on our developer forum at http://forums.appmobi.com/viewforum.php?f=11 Our QA guys can give you a hand as they deal with version issues like this more then I do.

@pavelkn - Are you looking to know when a sound effect like say a "laser blast" ends, or is it a longer audio file like background music? If it's a longer audio file like BG music, I could add that event to the appmobi plugin as a trigger. Would that be helpful?
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Post » Tue Sep 04, 2012 8:07 pm

Thank you @tap, will look for an answer in appmobi's forum.
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Post » Tue Sep 04, 2012 9:16 pm

Hi Tap!

I need to be handle long sounds(BG,conversations between spite and so on..).
I will be happy to have this option

Thanks
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Post » Tue Sep 04, 2012 9:37 pm

Sure. Actually neither the Start Audio and Play Sound actions limit the length of your sound file. So if I'm not missing anything, you should be all set.
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Post » Wed Sep 05, 2012 4:26 am

Hi Tap!

I will try to explain what I need.

First sprite speaks something , second sprite has to do some action ONLY after speaking the first one . In C2 we use trigger "end of sound" that we put in the condition on the event sheets and if condition is true we do some action. To use length of the sound in the seconds to my mind not very useful work around solution.

   
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Post » Wed Sep 05, 2012 5:34 pm

Hi @tap

I was wondering if you could answer some questions about the api, I am building a custom plugin for something and I need to make an appmobi friendly version of it.

Is AppMobi.device.launchExternal(url); a drop in replacement for window.open? If so can I send a message back to the app using an event listener (app side) and window.opener.postMessage("mymessage" , '*'); from the opened window.

This works flawlessly when I use window.open from a chrome based game. However window.open seems to break my app in appmobi (compiled as an apk or in test anywhere.) and I get a white screen of doom.

Mikemikepixie2012-09-05 17:34:41
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Post » Wed Sep 05, 2012 7:43 pm

any plans on releasing a version that supports the accelerometer touch.gamma functions through direct canvas any time soon?
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Post » Wed Sep 05, 2012 9:30 pm

Hey pavelkn,

Currently in the plugin I do not have an On Audio End event however our api does have one available and I will work to get the code updated for you tomorrow.

Right now the Start Audio action which has the event available only allows one file to be played at a time while the Play Sound action can play multiple files but has no On End event available.

I talked with our native developers about enhancing the audio api to give give functionality like start/stop/monitor multiple audio files at once,as well some other cool features. That will probably take several weeks to start, implement, test, deploy given the current priority list.

I hope that helps.
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