I have been trying to add multiple leaderboards that are in leaderboard sets to my tvOS target of my iOS game.
I already have a game on the tvOS App Store so I know I have to add the leaderboards in the asset catalogue, as described here
How to display GameCenter leaderboard on tvOS?
Now when trying to add multiple leaderboards I assumed you would add each leaderboard set with the corresponding image in Xcode (with correct leaderboard set ID), however this doesn't really work.
I can open the game enter menu on my TV and see the leaderboard sets, they even say how many leaderboards they contain, however clicking on it just says no data.
I tried signing out and back into game enter because you sometimes get the "no data" message on iOS in sandbox mode and a sign out/in fixes it. That didn't work.
Surely I don't have to add 40 leaderboards to my asset catalogue, that seems ridiculous
Has anyone done this before, I don't know what I am missing
Thanks
It seems you have to actually add each leaderboard set in Xcode asset catalogue with corresponding ID in the inspector on the right. Than for each leaderboard in a set you have to add the leaderboard. This seems madness if you have a lot of leaderboards but I haven't figured out another way yet.
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I have the music that is always run in the background and some activities that would play sound when triggered. The music works fine.
pygame.mixer.music.load(os.path.join(SOUND_FOLDER, 'WateryGrave.ogg'))
The problem I have is that when there are 2 or more activities triggering sounds, then only one would be played (not including the background music) and the rest are muted. Is there any solution to this?
you can add sounds to different channels using the mixer:
pygame.mixer.Channel(0).play(pygame.mixer.Sound('sound\gun_fire.wav'))
pygame.mixer.Channel(1).play(pygame.mixer.Sound('sound\enemy_hit.wav'))
Within each channel you can still only play one sound at a time, but you can group sounds into different channels if they would need to play at the same time.
You can add more channels like this:
pygame.mixer.set_num_channels(10) # default is 8
A simple example. For the docs on Channels, go to:
https://www.pygame.org/docs/ref/mixer.html#pygame.mixer.Channel
In HTML5 I want to do a list of mp3s for our clinets. Firstly I createad a simple HTML table and crated player object in front of each record. As the count of files are growing, browsers starts to hang up when I show so many objects on the list.
How can I crate one player and just send a file to play by user click to that player? I think it is how it is should be, but I can't find any JS examles. Could anybody help please?
Thanks
I understand how to record microphone input in AS3 from this doc.
Is it possible to record sound exactly as they are being output/played?
The reason is I applied some sound transform (via the global SoundMixer) to sounds that are currently playing; and I also want to record this sound data while it is being played.
I just saw this question, to clarify, I am not trying to record just all sounds on the user's computer (which is not possible). My flash app has a Youtube player in it (via their AS3 API), and it's playing some sounds. I applied transforms using SoundMixer.soundTransform, and I want to record what's being played when the user is playing it.
Thanks in advance.
Just a passing suggestion.. on my desktop it seems ABLE to record sound into Flash from a different tab playing Youtube (HTML5).. I don't know how it's doing that!!
I allow microphone here.. (none actually plugged in, and speaker out has in-ear headphones)
http://code.tutsplus.com/tutorials/create-a-useful-audio-recorder-app-in-actionscript-3--active-5836
PS: Anyone trying this must reduce Windows volume since anything above 10-20% is distorted audio into the Flash app.
And this HTML5 youtube trailer was recorded fine into the Wav file produced by Flash app above
http://www.youtube.com/watch?v=MVt32qoyhi0
So after a quick search it seems my Realtek Audio is classed as a Full-Duplex soundcard and also within its own control panel I have an option called "Multi-streaming" which is enabled/ticked. I think Full-Duplex is enough to do this though. Try options within your soundcard's own settings software. Don't know about your end-users. Some hardware will do it, some wont, there is no all-round solution outside of AIR (which makes desktop apps out of your AS3 code).
The flash player has a little window that can be opened (similar to flash->settings) telling the user to update the player if the movie loaded is for a more recent version. How can you instruct the player to do this? ITV have managed it with their catchup-tv player.
Context: I am allowing users to copy flash into their PowerPoint presentations and would like to tell them to update their flash player if necessary. I am not embedding a web page in the power point so no JS can be run for checking etc (because I know this is not necessary).
Thanks in advance
For getting the current version of flash:
var version:String = Capabilities.version;
I don't know what ITV has done, but I don't know of any way of forcing the player to show that box, although it may do it automatically.
EDIT:
I just found a complete blog post that answers this.
There is no way to force the window to open itself. It's a user defined setting:
Have a look at the Security class. I have used it in some Flash to prompt users to increase storage limits. The panels that you can show are found in SecurityPanel. However, this may not be the way to prompt for outdated Flash version. (If you are looking to customize these panels, that is off limits.)
You can actually test the browser/Flash version in Javascript, so there really is no point in loading Flash to tell the user to upgrade Flash.
I have a iFrame based application.
Here I need to Integrate the facebook chat. I have integrated that by using this script.
<fb:serverfbml>
<fb:chat-invite
msg="Hey Rate the Movies. Have fun in knowing latest movie comments and reviews"
condensed="false"
exclude_ids="1,2,3"/>
</fb:serverfbml>
Now I can see only the frame which have loading option... But however, the friend list never gets populated.
Could you please let me know where the problem is?
That's a legacy code ... you should use the new Chat API
http://developers.facebook.com/docs/chat/