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We have in fact released version 4.0 earlier today.
- In-app purchases. Will that be a possible with the new version?
- This will not be available at release time. We will hopefully have support for In-App purchases by end of the year. Our focus was to migrate our engine first and then to start adding more features.
- Any help towards building coloring pages? The system in v3 is impossible to use for anything practical.
- We have a lot of apps built in V3 with coloring pages, not sure what issues you ran into, but if you need some samples we can provide you with them. It is possible that what you are trying to accomplish might simply not be possible using our engine, but I would need more detail to answer that.
- How will the market place work when it comes?
- We will reveal more details on the marketplace once we are closer to launch which is still probably 2 months away.
- Will there be an embed feature for the web based apps, so they can be embedded on our websites and what not?
- You can create a inline frame on your web site to host your app and embed it in one of your pages.
Browser Support
We have tested on various browsers including Firefox, in most cases we find that the apps work, we cannot guarantee that every version of every browser and every operating system will work, but we will do our best. Our main goal is to support Chrome and Safari which are the most popular browsers followed by Firefox. The reality is that certain versions of some browsers simply do not have the support built in to them in order to run interactive apps.
Thanks for hanging in there. Hopefully the new version will work for your projects.
Actually at this point video elements are going to remain in the front layer even if you place them in a layer back. This is an issue we will try to resolve in the future, but at this point we do not have a solution. This is true in the new InteractBuilder 4 as well. We will continue researching this issue to see if there is in fact a work around.
Here are a few useful links for anyone reading this post:
iOS Resolution
Most Common Android Resolutions
Aspect Ratio Definition
iOS Resolution
Most Common Android Resolutions
Aspect Ratio Definition
Currently different devices have different aspect ratios. If you want to avoid the black border lines between apple and android devices you will have to create two versions of your app, one with a 4:3 aspect ration (1024x768) and one with a 16:9 ratio (eg. 1920x1080). Most Android devices are 16:9 ratio so users would not see border lines.
Now as far as Apple, the screen ration of iPads is 4:3 (1024x768, or 2048x1536 for the retina iPads), the challenge comes in with iPhone 5 and latest generation iPods which are all 71:40 aspect ratio 1136x640. This is an odd ratio and iPhone 4 which is a 3:2 ration (960x640). With all these resolutions if we would automatically adjust your graphics it's inevitable that one of the devices the images would look stretched so we have to maintain the proper aspect ration so that your app looks good. We recommend creating a tablet version of your app and a separate phone version. The phone version should be targeted as an iPhone 5 resolution and then iPhone 4 would in fact show some border lines but the border lines should not be very big. Unfortunately there is no way to avoid the black borders on the iPhone 4 using our solution.
Users would only see a single entry when searching for your app in the Apple App store because each version of your app would be flagged as either a tablet version of phone version so the end user would not see two entries.
Hope this all makes sense. I know it's a bit of a pain, but in general you can easily duplicate your apps, change the dimensions and submit each version as the appropriate one.
In summary you should look to create 3 versions:
1. Android version 16:9 ratio
2. iPad version 4:3 ratio
3. iPhone version 71:40 ratio
In the future we have some ideas on how to handle in a more automated way but for now this is the best advice to follow.
Now as far as Apple, the screen ration of iPads is 4:3 (1024x768, or 2048x1536 for the retina iPads), the challenge comes in with iPhone 5 and latest generation iPods which are all 71:40 aspect ratio 1136x640. This is an odd ratio and iPhone 4 which is a 3:2 ration (960x640). With all these resolutions if we would automatically adjust your graphics it's inevitable that one of the devices the images would look stretched so we have to maintain the proper aspect ration so that your app looks good. We recommend creating a tablet version of your app and a separate phone version. The phone version should be targeted as an iPhone 5 resolution and then iPhone 4 would in fact show some border lines but the border lines should not be very big. Unfortunately there is no way to avoid the black borders on the iPhone 4 using our solution.
Users would only see a single entry when searching for your app in the Apple App store because each version of your app would be flagged as either a tablet version of phone version so the end user would not see two entries.
Hope this all makes sense. I know it's a bit of a pain, but in general you can easily duplicate your apps, change the dimensions and submit each version as the appropriate one.
In summary you should look to create 3 versions:
1. Android version 16:9 ratio
2. iPad version 4:3 ratio
3. iPhone version 71:40 ratio
In the future we have some ideas on how to handle in a more automated way but for now this is the best advice to follow.
Excellent! Could you share with us what you did to fix it?
Hi Eleisha, this particular problem was resolved but it happened a while ago on an older version. I don't remember the cause, it might have been an internet related issue. Do you have a similar problem going on? I haven't checked other tickets so please forgive me if you already logged this in a new ticket.
Customer support service by UserEcho
We will not be offering an offline mode at this time because of the numerous complaints we received regarding the offline simulator which was not providing an accurate representation of how the apps would run. There may be a way that we can provide an offline feature in the future, but our entire goal for version 4.0 was to switch the engine to a much better engine that would work properly across all platforms.
By uploading your app to the InteractPlayer site, you can quickly test your app on different devices and different platforms.
Since you typically build apps one page at a time, the upload process normally should not take very long.