Submitting an application in multiple language in AppStore - cocos2d-iphone

I have developed a store app in cocos2d which has sound, text and images.
I have already submitted the English version of the application on appStore. Now I want to submit the same application in different languages (5-6 language). I can't do it in one application, as it increases my application size too large, due to sound(specially) and images for the different languages.
Can I submit it on appstore targeting audience of the country for which application is made like Chinese, German etc.
Note: Same application, only in different languages

You should check this 2 links, hope they can help you
Ray Wenderlich Tutorial: how to localize an iphone app tutorial, here its shown how to localize texts + images and i guess you can do it for sounds too
Mac Docs: internationalization

Related

Ionic app startup time

Just getting into this ionic framework. build an simple app with just a tab and menu, deploy to android phone. it seems like it takes a good 3 seconds to load. the black screen last for 3 seconds then the app shows. I also try the ionicview app from ionic. similar experience. my question is, is it just something I missed or it's just one of the draw back of this kind of hybrid app? it make sense that the webview need to load and parse the js and html then render the UI.
Crosswalk provides a bundled Chrome Webview with the app, resulting in better performance and predictability. It helps a lot on older Androids and also speeds up the newer phones.

Settting up or creating Mobile layouts on an exisiting site with ASPX+Portal Templates

We are currently on Kentico EMS V.7 but when our site(s) was created there was not any mobile device layouts setup. an out entire site is build around ASPX+Portal templates so we don't have the edit layout option on our pages. What would you recommend an origination like ours do in this case? Is there an import or migration tool that can be used to move the pages into a responsive design template (are these available out of the box or do they all need to be built?)
has anyone else come against this challenge with their site when trying to a mobile accessible site, if so what approach did you take to move your site(s) over?
I know Stackoverflow doesn't like to answer broad questions, but I'll save you some trouble and hopefully at least point you in the right direction. I use to be in your shoes and I remember how frustrating it was trying to find resources to learn all of this.
You've got some options, but unfortunately none of them are magic bullets. All of these options involve design and development time. If you haven't already done the research to consider if optimizing your site for mobile users is a good business decision, then I would suggest starting there first.
Mobile Device Detection
Kentico offers device layouts that allow you to change the layout of your site depending on which device a user is browsing your site with. The technique it uses is called device detection, which relies on reading the incoming user agent string of the user's http request on your server and using that information to determine what to send back to the user's browser.
This process happens on the server side of your application and also relies on comparing the user agent string against a list of known user agent strings. Kentico in particular uses the 51degrees library to accomplish this. This has the drawback of not always having the most up-to-date user agent strings, so new devices won't be included in your list unless you keep it updated.
A big problem with this approach is that you wind up maintaining multiple sites and/or layouts. If you uses Kentico's mobile device detection, then any time you need to make changes to a page template you will also have to change each of the different layouts for that template.
You don't have to utilize Kentico's device layouts functionality to do mobile device detection. You could just redirect users to a different site entirely. In which case you can still very easily run into the problem of redundant maintenance.
Yes, there are ways of mitigating these issues, but most web devs agree that responsive design is usually the way to go if you want to cater to mobile users.
Responsive Design
This is a client-side design paradigm that relies on CSS media queries. I'm not going to explain how it works since googling "responsive design" will net you plenty of research material. The short version is your user's browser handles the adjustment of the layout by interpreting the CSS of your site. This means you maintain one CSS file for one site and the client handles the adjustments for you.
Now the down side to this is that it takes a takes a talented web designer to do it properly. There are many responsive frameworks out there that can help you out with this, but their appearance is pretty generic and will likely still require customization to fit your particular brand requirements. Some more popular ones are bootstrap, semantic-ui, and foundation.
I recently helped convert a large website in Kentico with a static design into a responsive design by rebuilding all of the page templates using Bootstrap and merging their stylesheets together so that the desktop version still looked the same and the mobile versions had a consistent appearance with the desktop version. This process took about two months and required a lot of UX and content strategy in addition to visual design and coding skills to accomplish correctly. It's not the hardest job in the world, but requires quite a bit of skill and time to do.
In my humble opinion there is no tool which will make (magically) your site responsive. AFAIK the only way is to redesign your site manually (new CSSs - maybe any UI framework, JS etc...)
Maybe you can still use out of the box features like device profiles and mobile pages. (But I am not sure how it works and if it is supported while using ASPX + Portal templates development models).

Which Platform of Unity is best for Facebook Canvas App

I want to deploy my Unity3D game on Facebook as canvas App. There are two platforms in unity version 5:
WebPlayer
WebGL (Preview)
I have no idea about both of these builds. I am using Parse to store my user data. And Facebook Unity SDK for social gaming. I have built for IOS platform and now for Canvas App deployment I want to know:
which one of these would be best for Canvas App?
I want to know if there are any issues regarding Parse API or Facebook Unity SDK for
WebPlayer/WebGL build?
EDIT:
I have built for WebPlayer and i can not run it on Google Chrome.
does it have to do anything with Canvas App too?
I have built for WebGL and tried to run it on Google Chrome and got this alert:
( I am using Google Chrome Version 44.0.2403.107 (64-bit) )
Any suggestion/help is highly appreciated.
I will suggest you to not build your game in webplayer, because chrome is dropping support for unity webplayer(Google Chrome version 42 and later has disabled all NPAPI plugins), and other browser will also drop the support sooner or later. The best way forward is to use webGL. WebGL in unity is still getting evolved, but this is the future. I also have developed game for webGL, I didn't face much problems except data storage. Parse does not support webgl yet, you have to look for other services. In my case I have build my own php server and it is working fine. Anyways you have to choose what is best in your case. You should use webGL , but thats my opinion.
The error message is more or less self-explanatory: Chrome doesn't support running Unity WebGL when it is run from a local file on disk, because of Chrome security. This is not a real problem, as in production it will always be run from a webserver (http://).
During development, your options are:
Start chrome with access to local files: chrome.exe --allow-file-access-from-files
Host a local webserver (Apacha/WAMP, IIS, etc)
Use firefox
You are correct. Building the unity for the web is the way to go. You select web from the build settings and you can upload it to the facebook canvas. The thing with chrome is that it no longer supports NPAPI and that is what the Unity web players uses. You can manually enable it and try out your game in chrome. But for the majority of chrome users unity web player no longer works.

Is it possible to build offline app with Appcelerator and Rhomobile?

I have recently found those two look-alike solutions/IDE for cross-mobile development: Appcelerator and Rhomobile (I know there are more) and I have questions regarding those two platform:
1) I believe the only way to build the view is using HTML, which I like alot the ideas. But, does that mean the application itself isn't available if the mobile is offline?
2) Do you guys know if it's possible to publish the application to the App Store and Google Store?
3) Are there any simulator for different mobile and do they support all those slide/tab events?
4) And finally, are there a way to transfert the App on your mobile phone without having to publish it anywhere.
Please note that I have no knowledge at all about mobile app dev and those two solutions (Appcelerator, Rhomobile) would be perfect for me as I am familiar with Javascript and HTML.
Thank you!
Ok I have only used appcelerator but:
1) a webview is like a browser without the address bar, it simply parses HTML, where it gets it from is up to you. If you write the HTML and pass in a file well then yes it can be offline, if it is used to parse a response from a webpage well then no as it needs to send a http request to the webpage.
As many people seem to mistake (for a reason unknown to me as all the documentation states other wise), appcelerator is not the same as phonegap, appcelerator uses its own javascript based API to allow developers to make native apps, it is NOT a webview wrapper. It is offline by default and allows you to send http requests if you need something online.
2) yes you can publish to the app store and the google store from appcelerator, the documentation walks you through the process.
3) Appcelerator requires you to download either the IOS sdk or Android SDK which come with simulators, appcelerator / the emulators support the standard events found on these devices.
4) With Android to can build a .apk file and distribute however you wish, with IOS the only way is to publish to the app store. the only other way is to make a mobile website instead of an application

UI and platform choices for developing desktop widgets

I've been asked to build 'widgets' that let users of a web application install a desktop, or web-based widget which will provide:
Notifications of new content.
Personalized access to key performance indicators
I'm looking for some information to inform our requirements and design discussions.
On the desktop you can target the Vista Sidebar, or on OS X there is the Dashboard, as well as others. From the web perspective you can target iGoogle and others. If I was to start by developing for the widget framework that had the greatest number of users, which would I choose? Does anyone provide statistics on the number of users?
The client would prefer to provide a richer experience for end users and I think this could be achieved using a desktop widget framework. However there would be some questions around the number of users that we can hit with any single framework (eg. sidebar). What technology or framework could I target that gives me cross-platform compatibility? Should we embed Flash?
Rather than live within a widget framework, I was going to suggest the creation of a standalone application. Are there any frameworks that help facilitate the creation of widget-like applications?
Target platforms:
Windows (Windows XP and newer)
Apple (OS X 10.4 and newer)
Linux (nice to have)
You can put a glance on Adobe Air.
It allows a cross-platform development in Flash/Flex or HTML/JS.