I'm using build 282.3 and latest version of HTML5 exporter (installed latest version yesterday).
If you are using the build 282.3 then I strongly suggest you to install the build 283.2. The version numbers are confusing.
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Open a TicketI'm using build 282.3 and latest version of HTML5 exporter (installed latest version yesterday).
If you are using the build 282.3 then I strongly suggest you to install the build 283.2. The version numbers are confusing.
Installed 283.2 (beta) and it didn't improve anything. When on an iOS devices (tested on iPad and various co-workers iPhones), it just won't load when there are sounds in the app.
Also, my Nexus 7 just got updated to Android 5.0 (Lollipop) yesterday evening, and at first, sounds weren't working anymore in Chrome (I was very mad). Tried MP3 and M4A. Then I tried Firefox and it worked. Then I went back to Chrome, and then it worked again in Chrome. Very, very weird.
It still works perfectly on my Nexus 4 phone that is still on Android 4.4.4 (KitKat).
So right now, the situation is :
Internet Explorer 11 (PC) : Runs perfectly.
Chrome (PC) : Runs perfectly.
Chrome (Android 4.4.4) : Runs perfectly
Chrome (Android 5.0) : Runs but didn't have sound at first. After trying it in Firefox, Chrome started playing the sounds when I went back to it.
Firefox (Android 5.0) : Runs perfectly
Safari (iOS) : Load up to about 75% then stop. If you touch the screen, the preloader jumps to about 90%, then stop completely and refuse to go any further.
So I guess, my solution for now would be to find an alternate way to build my e-card without using Clickteam Fusion as I can't seem to get my app (which is only a very simple animation by the way, without interaction from the user) to run with sounds on any iOS devices (which is very important to my employer).
Flash is out of the question because it doesn't run on most mobile platforms anyway, so I guess I'll try to convert my HTML5 animation into a movie file and put it on an HTML page through a player that will work on all platforms. A lot less elegant in my mind, but I have a deadline to meet and need a working solution. I'm not really blaming clickteam for this, as I know technology is always evolving and there's always restrictions to deal with on various platforms, so I know it's not that simple. But that doesn't change the fact that I need my e-card to be ready and functionnal, and for that, I need a reliable solution right now, as time is somewhat against me.
So if a solution could be found quickly, then that's great and I'll be very happy. But I need to start working on a "plan b" if the issue doesn't get resolved over the next two weeks.
I just tested it by building the app from second work PC instead, same Fusion version, same version of the HTML exporter, and got same results.
If I remove sounds from the app, loads fine on iOS. If I put them back in, doesn't load at all on iOS. (But seems to work fine elsewhere - although I had problems at first on Chrome in Android 5.0 but now it seems fine).
Anyone wanting to give it a try can access the files I've put on a personnal website I have for testing purposes : Please login to see this link. (I might update the files for testing purposes now and then, so if the link is dead, it should be back up a minute or two later).
If anyone gets it to load on an iOS device, please tell me.
QuoteIf anyone gets it to load on an iOS device, please tell me.
Yes it works perfectly on my iPod touch 4th gen / Safari / iOS 6.1.6. Right after the loading reaches 100% I see the sentence "Touchez l'écran pour visionner votre carte électronique" in a yellow font. After I touch the screen the app runs.
EDIT: Whenever I update an HTML5 app, I manually clear my browser's cache. So I am 100% confident to run the latest version of my app. Cache still causes problems with HTML5 apps.
EDIT2: And when I say manually clearing the browser's cache, I don't mean hitting Shift + F5 or any other key combination nor other button. I mean going in the browser's options or settings. Yes this is annoying.
Hmmm.... that's weird then.... It doesn't work on my end. And yes, I cleared the cache before testing.
I'll need to ask other co-workers to test it on their iDevices then. There may be something that doesn't work on some devices. I'll report how it goes after more testing then.
UPDATE
The iPad I have for testing purposes (that was lend to me from our IT department) is an old iPad 1, with iOS 5 on it. Not being used anymore to the Apple ecosystem (I sold my iPad 2 long time ago - I'm more of an Android guy now) I didn't noticed the different look and feel of the most recent system. So, well, I can say that projects built with the HTML5 exporter definitely don't work on either older iDevices, or devices still on iOS 5, or a combination of both.
I tested it on a recent iPhone 6 on iOS8 and it works. I also tested it on an colleague iPhone 5s on iOS7, and strangely, sound only get out from the headphone jack. Nothing comes out of the speaker. But at least sound DO work.
I don't know if this is due to me having installed version 283.2 beta, but it now works on these two devices, whereas either sound didn't work previously, or it just didn't load at all.
Many thanks, Olivier. You steered me in the right direction. I've been testing this since more than a week now and was ready to give up on this...
Now maybe I should ask our IT department to actually give me something newer than an old iPad 1 to test my stuff.... lol!
You're welcome, glad your issue is solved. Nice e-card by the way.
I confirm it works also on iPad 2 (with iOS 8.1)
Thanks a lot Olivier and Yves.
I guess my whole experience confirms that older iDevices stuck on iOS 5 don't work. Those on newer versions of iOS seems to work fine (7 and 8).
Now I can move on with finishing it properly. (customized pre-loader, formating the HTML page and creating a custom fallback page for browsers that don't support HTML5).
Again, thanks.
Hey, it's me again....
Noticed that on iOS devices, the text asking users to "touch the screen to start" is now always displayed despite the option not being selected in the HTML properties of the app. This is kind of bugging me because on some devices (phones) the text is so small that it's practically impossible to read. I designed my app to test if running on Safari at start so that it can display a nice "play" button that starts the music when the user click the screen.
Is there a way to actually disable this? As it seems even the option being unchecked doesn't work. The text still shows after the preloader. And there's no way to adjust text size or color. This makes my e-card look a little bit unprofessionnal. I would prefer by far my own "play" graphic button, or at the very least, the option to adjust size and color of the text.
I'm on 283.2 (beta), by the way.
Anyone knows what can I do to get rid of this text? Or at least to customize its appearance?
Yes Noiseux, this fix was introduced in Please login to see this link.:
Quote- iOS : "Please touch the screen" page is not displayed anymore if the user has touched the screen in the preloader
- iOS : whatever the configuration, whatever the preloader (even frame from an application), "Touch the screen to start" is displayed if it is necessary, assuring sounds always work
The solution is there, make the user touch the screen while in the preloader. It works great in my Please login to see this link. which was built with b283.1.
Well, that's not really a solution...
People won't touch the screen during the preloader if it doesn't last long enough for them to note that they have to touch it. And anyone not touching during the preloader will then get this ugly text on sceen that barely readable on smaller screens (phones).
And I can't really put an image in the preloader asking people to touch the screen to make sound work. People usually expect an action when they touch a screen or click a button. There's no indication for them that their "touch" has been registered. And besides, that's a problem only for iOS, so it would be weird for people viewing this on computers or Android devices that don't need this to work.
So I can't work with such a solution. It doesn't look professionnal, and it will never gets approval by the higher instances of the company I work for.
I understands that this sound issue is driving people crazy, and that making the iOS fix active no matter what might seems like a solution, but without a way to customize text size and color (or putting a graphic button in the middle of the screen like we can do with the preloader), it makes projects look "unfinished" or just plain "unpolished". It just doesn't look professional (especially if the text is very hard to read, or even readable at all on smaller devices). Why can't this be optional, like it was before?
So basically, it means I'm stuck with this in my HTML5 christmas e-card? Does it means there's no "real" solution?
If so, I'm almost tempted to remove sounds from my e-card entirely. The sole criticism I got about my e-card from my bosses is about this text, they like the ecard very much, except for this part. I can't imagine myself going to my bosses and ask them "it's either we have this small unreadable text, or no music in the e-card, what do you prefer?"...
Is there a plan to actually make this optional again in a new update (in the HTML5 properties)? Or at least, use a custom image instead of this text? (that would be a workable option for me).
Anyone knows if there's a problem in "downgrading" from the beta 283.2 to version 282.3? The new version that "forces" the iOS fix for HTML5 projects doesn't work for me. I still prefer to have a choice in applying a fix or not, as there is no apparent way (yet) to customize font size or color of the text asking people to touch the screen.
Would there be a problem in loading a project saved in 283.2 in version 282.3?
No problem in theory to downgrade to the build 282, just reinstall the patch (no need to reinstall CF).
But you could also try to edit customize Data\Runtime\Html5\Application.js to your needs.
The text is displayed line 2377 (in build 283.3): preloader.touchMe.manualDrawText(etc
You can change the font size above : preloader.touchMeFont.lfHeight = 24;
and the color is the 0xFFFF00 parameter in the manualDrawText line.
Thanks a lot Yves!
I'll try to edit Application.js to get the size and color I need! I think that'll work for now. Thanks again.
Also, as a suggestion, it would be interesting to allow, instead of a line of text, the use of an image that could show up in the center of the frame. In some particular cases (like mine, for instance ), if I could use some sort of "play" button in the middle of the frame after the preloader, it would make my project look a lot better in my opinion. Something similar to what we can already do to select our own image for the preloader... This could be a very nice option to add in the future.
Again, thanks for your answer. Much appreciated!
What about putting that "play" button in your preloader, a frame preloader, and testing for a mouse click to exit the preloader?
Sorry to come late on this!
It is very simple to make a frame preloader WAIT FOR USER INPUT. Or make your preloader last as long as you want, even after all the data is loaded.
Just use the checkbox "Qui preloader when all data is loaded". And use "Quit application" from in the preloader when you want to quit.
Note : do not understand why the "Quit preloader when all data loaded"
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