Crosswalk Intel XDK experiences

Discussion and feedback on Construct 2

Post » Thu Sep 11, 2014 5:20 am

@IntelRobert I read on another topic that placing a 9patch png as a splash image make it avoid distortion. Is this true? because I tried several 9.png images an all of them are distorted on my Samsung galaxy s2 with aspect ratio 16:10
The left is the original one and on the right is a snapshoot from my phone
Image
I know the 9patch image is properly generated, it has the 1 pixel black border as it should, I did my homework
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Post » Thu Sep 11, 2014 6:02 am

bscarl88 wrote:@IntelRobert that'd be cool if you could save your signing key into your online account somehow in XDX. We lost ours and now we can't retrieve it :( is there a way I can pull a key from XDX so I can keep publishing the app under it?


Just email [email protected] and ask for the keystore file. Oh wait.. you were signing yourself and lost the key?
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Post » Thu Sep 11, 2014 12:54 pm

codah wrote:
bscarl88 wrote:@IntelRobert that'd be cool if you could save your signing key into your online account somehow in XDX. We lost ours and now we can't retrieve it :( is there a way I can pull a key from XDX so I can keep publishing the app under it?


Just email [email protected] and ask for the keystore file. Oh wait.. you were signing yourself and lost the key?


you can do that? That'll be good for my future releases! Well, we used adwerapper as the final signing application, and they can't get us back our file. Which sucks because the ad revenue is AWFUL for adwrapper. I made 3x as much money testing my app in 30 minutes than I did with 3 months of adwrapper. Adwrapper stats:
~1300 impressions, ~300 clicks = $1.7. AdMod Stats = 38 Impressions, 8 clicks, $7.2 astounding, lost a lot of revenue using adwrapper
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Post » Thu Sep 11, 2014 1:00 pm

bscarl88 wrote:
codah wrote:
bscarl88 wrote:@IntelRobert that'd be cool if you could save your signing key into your online account somehow in XDX. We lost ours and now we can't retrieve it :( is there a way I can pull a key from XDX so I can keep publishing the app under it?


Just email [email protected] and ask for the keystore file. Oh wait.. you were signing yourself and lost the key?


you can do that? That'll be good for my future releases! Well, we used adwerapper as the final signing application, and they can't get us back our file. Which sucks because the ad revenue is AWFUL for adwrapper. I made 3x as much money testing my app in 30 minutes than I did with 3 months of adwrapper. Adwrapper stats:
~1300 impressions, ~300 clicks = $1.7. AdMod Stats = 38 Impressions, 8 clicks, $7.2 astounding, lost a lot of revenue using adwrapper


Yea I got the keystore file from Intel so I could try out AdWrapper.. glad I didn't go with it. Thanks for the figures, very informative!
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Post » Thu Sep 11, 2014 2:45 pm

Heads up when you test your own games with ads. If you click your own ads even if it is by accident you'll get banned and you won't get any more ads delivered to your app. And believe me. That sucks :P
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Post » Thu Sep 11, 2014 3:51 pm

Anonnymitet wrote:Heads up when you test your own games with ads. If you click your own ads even if it is by accident you'll get banned and you won't get any more ads delivered to your app. And believe me. That sucks :P


@bscarl88

If you click by accident occasionally, it will not ban your account. But if on purpose and with some frequency, it is very easy for them to detect and banish you.
I believe that people do not know the best way to configure tools like Mopub, follow the tutorials is a good foundation, but it is not always the best, you have to try a combination that works for you.
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Post » Thu Sep 11, 2014 9:14 pm

oh crap, I've been doing that to test. How do I know if I'm banned?
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Post » Thu Sep 11, 2014 9:29 pm

Anonnymitet wrote:Heads up when you test your own games with ads. If you click your own ads even if it is by accident you'll get banned and you won't get any more ads delivered to your app. And believe me. That sucks :P


Yea I was wondering about this. Thing is, having test ads work doesn't always mean real ads will work.
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Post » Fri Sep 12, 2014 10:37 am

What's the best way to debug a game using Crosswalk Intel XDK?

My game (a fairly simple platformer, as a test) is quite laggy when run on device (HTC Desire X) as an app, however this is not mirrored when running it in Chrome from a server.

In the app version, there is roughly a second delay between hitting the jump button and the character jumping.

Within Intel XDK, should I be looking at the Debug or Profile tab to look for this issue? Is there anything in particular I should be looking out for?
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Post » Fri Sep 12, 2014 8:14 pm

We don't currently support 9 patch. There is already a request to add it, but it is queued up behind some other issues so I don't know when it will be there.

Cipriux wrote:@IntelRobert I read on another topic that placing a 9patch png as a splash image make it avoid distortion. Is this true? because I tried several 9.png images an all of them are distorted on my Samsung galaxy s2 with aspect ratio 16:10
The left is the original one and on the right is a snapshoot from my phone
Image
I know the 9patch image is properly generated, it has the 1 pixel black border as it should, I did my homework
Intel Corporation
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