I have encountered this problem that is driving me crazy.
9 times out of 10, this is a problem with loading audio files.
This sucks, I know. However, one of the main things we'll do for 0.9, is a completely rewritten audio system. While this can't fix all the problems of html5 audio, it will certainly help on the browsers that support the webAudio API, making problems like this one go away (hopefully).
Brilliant! I did what you said and it's working now! Except that there is no audio in the default Android browser, but audio is still working in the other browsers.
Hi Gio,
I got an error when try to build to Android, it just said that error without any comment to guide me how to fix the error, please help me :(
Thank you
Hi
I think it was a memory problem with our build server (the size of your app was pushing it just above the limit). I have just restarted the server, after realising that it had been running for over a year since the last reboot!
This has freed up some memory - would you like to try again?
Thank you for your response, but the error still happens.
I had a closer look, and cannot find anything wrong in the logs for the building process. It must be something to do with the metadata, could you please let me know the "Package Name" that you are using when building your game for Android?
Hi Gio, the newest package i just tried is "com.clockworkchilli.Finding-Dory-Spot-6-Differences2" please help me to check it. Thanks so much
Hi
I think that you are not allowed to use dashes in your Android Package name.
Also, while it would not generate an error, I would avoid com.clockworkchilli and use your own website address, or company name, or developer name. So try something like:
com.deptraidatai.dory
and it should work.
I think that in the next version of WADE we should add some code that validates the package name client-side when you start an Android build.
Thank you so much Gio, it worked.
Hi Gio, I have another question that how can I get keystore for the game?
and could you please help me on how to add google adsense code into games made by Wade?
Okay, possibly long post.
Regarding adsense, I'm fairly sure google does not allow you to use it for ads on apps or html5 games.
"The use of AdSense for mobile in a mobile application is a violation of AdSense policies" source - https://support.google.com/adsense/answer/68724?hl=en-GB
I think they have another ad service called admob which you might want to check out. I've also heard people say good things about https://www.leadbolt.com/. I've not used either personally but would be interested to know how you get on.
Generating a key store took me a while to figure out. You might be able to download the android development studio and sign it with that, however I had great difficulty trying to import a wade app into it. It may be more mature now but I have an alternate solution.
After lots of searching I came across the app zipsigner https://play.google.com/store/apps/details?id=kellinwood.zipsigner2&hl=en_GB
I don't recall the exact process but it was along the lines of
- Copy your unsigned apk generated by wade on to your device that has zipsigner installed
- In zipsigner, find the keys menu and create a new key, do not forget any of the information you enter here
- Select your key from the list of signing options, and set your source as the android apk, then run the app
I myself am still looking for a better solution to this but so far have not found one. Let us know how it goes
Thank you foxcode so much about the great guide above, I'll try it and let you know the result soon.