Crosswalk Intel XDK experiences

Discussion and feedback on Construct 2

Post » Tue Sep 16, 2014 7:25 pm

TwinTails wrote:@cesisco Email [email protected] and ask for the keystore file.

The only case I know of where you'd need manual signing is if you already have a key for an existing app that you want to build using Crosswalk

@fldr Crosswalk-built apps are currently bigger as they include the chrome browser engine. The best way is probably to optimise your assets.


Ok Thanks.
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Post » Tue Sep 16, 2014 9:07 pm

fldr wrote:Hi,
maybe i overread it but is there a way to get the app (build with crosswalk) smaller? installed its over 50mb where the app made with cocoon is "only" 22mb (for a under 500kb game)


I saved space by deleting my Media and Images file before exporting. That way, if I had any assets that i didnt need anymore, they weren't taking up space. Not sure if this will help you though :/
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Post » Tue Sep 16, 2014 11:27 pm

cesisco wrote:Hi, if i tick the "signed" option, where can i retrieve the key to make an update to the game if necessary?
Or it would be a better way to go if i do the signing stuff manually?(the signing procedure is confusing me a lot)

Thanks


You can make updates to your game even if you tick the Signed option. As said above, you can easily get the keystore file if you need to.
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Post » Wed Sep 17, 2014 8:32 am

bscarl88 wrote:
fldr wrote:Hi,
maybe i overread it but is there a way to get the app (build with crosswalk) smaller? installed its over 50mb where the app made with cocoon is "only" 22mb (for a under 500kb game)


I saved space by deleting my Media and Images file before exporting. That way, if I had any assets that i didnt need anymore, they weren't taking up space. Not sure if this will help you though :/

Thanks! but that doesnt really help, my game is really cleaned up and the pngs cant be more compressed

i found out that the "normal" Android build only takes about 2MB and runs exactly the same speed as the crosswalk build does for this game, hurray! :D
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Post » Wed Sep 17, 2014 10:56 am

codah wrote:
cesisco wrote:Hi, if i tick the "signed" option, where can i retrieve the key to make an update to the game if necessary?
Or it would be a better way to go if i do the signing stuff manually?(the signing procedure is confusing me a lot)

Thanks


You can make updates to your game even if you tick the Signed option. As said above, you can easily get the keystore file if you need to.


Ok thanks.
This may have been asked before, but what should be the minimum Android version without taking to many risks of crashes and other issues?
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Post » Wed Sep 17, 2014 10:57 am

cesisco wrote:
codah wrote:
cesisco wrote:Hi, if i tick the "signed" option, where can i retrieve the key to make an update to the game if necessary?
Or it would be a better way to go if i do the signing stuff manually?(the signing procedure is confusing me a lot)

Thanks


You can make updates to your game even if you tick the Signed option. As said above, you can easily get the keystore file if you need to.


Ok thanks.
This may have been asked before, but what should be the minimum Android version without taking too many risks of crashes and other issues?
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Post » Wed Sep 17, 2014 11:19 am

cesisco wrote:
codah wrote:
cesisco wrote:Hi, if i tick the "signed" option, where can i retrieve the key to make an update to the game if necessary?
Or it would be a better way to go if i do the signing stuff manually?(the signing procedure is confusing me a lot)

Thanks


You can make updates to your game even if you tick the Signed option. As said above, you can easily get the keystore file if you need to.


Ok thanks.
This may have been asked before, but what should be the minimum Android version without taking to many risks of crashes and other issues?


I've used API level 9 as a minimum. I found if you choose features not supported by the minimum version, the XDK will give you a warning and recommend which level to use. I guess it depends on your game.
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Post » Wed Sep 17, 2014 6:05 pm

I'm having trouble uploading my apk files to google play. doesn't ever seem to work no matter what i try.
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Post » Wed Sep 17, 2014 6:47 pm

maybe you forgot to increase the buildnumber with every apk you upload? in my case it told me to upload a real apk file and only sometimes the real reason which was the buildnumber
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Post » Thu Sep 18, 2014 8:29 am

@codah
Ok thanks, maybe i'll go with APi level 14 and look at the crash reports, and decrease the API level in future updates.(if possible)
By the way, it seems the WebGl gpu blacklist is turned off by default, which can increase the crashes.
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