Google play is about to remove games built with Crosswalk 7

Discussion and feedback on Construct 2

Post » Fri Mar 13, 2015 7:39 pm

and I'm only using canvas 2d because webgl is very slow !
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Post » Fri Mar 13, 2015 7:51 pm

I just uploaded another built with crosswalk 7 again and I'll ignore the GooglePlay Alert, I've nothing to do, the best result i can get ever is when i use crosswalk 7, very stable and i can activate High dpi and very smooth without pixel rounding or point sampling. it's just amazing and gave me exactly what i need for my game.
any hope in the near future? what about crosswalk 11 ? or updating crosswalk 7 with new OpenSSL ?
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Post » Fri Mar 13, 2015 11:54 pm

Ok, that is the version I DL'd off google play. Really nice graphics BTW. Runs good on my 'torture-test' low end android, an LG Ultimate 2.

Do you have the crosswalk 10 version anywhere? There's really no good reason I can think of that a game this simple should be giving you any trouble with performance, except on really, really low end devices, or if something is wrong with your code.

Do you have any logic that does dynamic reformating of the canvas size or resolution?

Have you tried debugging with a cpu meter readout? If you do, use a spritefont, and only update it every 0.5 sec (IIRC that's as often as it changes).

From what I've read, crosswalk 10 is definitely a step down in performance from v7, but your game should still be playable, and those results you are getting with WebGL are way out of whack (it should never, ever, be slower).

FYI, the performance drop from cwalk v7 to v10 goes all the way back to chromium/blink base, so don't get too mad at Intel on this one. :)
Don't lose your work. Backup your game with Dropbox.
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Post » Sat Mar 14, 2015 5:33 am

@TiAm
I'm really appreciate your great efforts helping me on this.
please give me your email address to send you the same version of the game built with Crosswalk 10, till now i can't add links to my posts.
and I'll be happy to send you the capx too to check, maybe i did it the wrong way, I'm using sprite fonts not text and changing every sec for score and on collecting bulbs.
window size : 800 * 480, but the layout is 25000 width with lots of objects and destroyed once they came outside the screen but no more than 8 instances appear on screen.
I disabled collision for outside screen obstacles too
I tried to remove bunch of objects and test with no hope so i can't figure out the source of problem.
test device is Samsung Galaxy s3 mini which is in the middle between low and high end devices available in my country, if i notice low performance on it I'll know that it'll be unplayable for about 50% of users regards the android version.

i can't understand why the performance dropped from Xwalk 7 to 10 which should be an "upgrade" ?!! what are they planning to do exactly ?! :D
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Post » Sat Mar 14, 2015 7:20 pm

@Egyptoon

PM'd you my email. You can send me the capx if you want; if not, at least two arm builds with v10 crosswalk: one with WebGL renderer, one with Canvas2D. I'll give it a go and see what happens.

BTW, your test device is a good match for mine; different hardware, but the performance should be very close (CPU a little slower, GPU about the same, screen rez the same).

Your specs: http://www.gsmarena.com/samsung_i8190_g ... i-5033.php

Mine: http://www.lg.com/us/cell-phones/lg-L41 ... ifications

Here in the states, both would be considered 'low-end'; not impossible to develop for, but you do have to be more careful to optimize.

FYI, crosswalk is basically a special version of chrome which is packaged up with our C2 exports to run as apps. Unfortunately, chrome is still primarily a browser, and sometimes 'regressions' sneak thru that don't have much effect on browsing, but hit games hard.

It's getting better with time, and the C2 community has been very vocal on the chromium bug tracker. It helps that other major engines are starting to support webGL exports too (Unity, Unreal), which is bringing major developers into the same space as us.

Ultimately, this is the tradeoff we live with: efficient, rapid development / tricky exporting and opts.
Don't lose your work. Backup your game with Dropbox.
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Post » Sat Mar 14, 2015 10:42 pm

@TiAm
Unfortunately my PM inbox is empty ! i didn't get your email address.
Here is mine:
ashraf @ egyptoon .net (without spaces)
and thanks for your help.
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Post » Sat Mar 14, 2015 11:19 pm

Egyptoon wrote:@TiAm
Unfortunately my PM inbox is empty ! i didn't get your email address.
Here is mine:
ashraf @ egyptoon .net (without spaces)
and thanks for your help.


That's odd, must've disappeared into the system. Anyway, sent you an email.
Don't lose your work. Backup your game with Dropbox.
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Post » Sun Mar 15, 2015 5:25 am

Egyptoon wrote:
EstudioCelula3 wrote:It's probably a problem in your project. I recently compiled a project with Crosswalk 10 and worked right.

can you tell me exactly what settings you did in both C2 and intel XDK ? and you testing device model please.


Sorry for the delay.

My device is a Sony Xperia Z Ultra (SOL24, japanese model).

I recently published a game in Google Play using C2 and XDK with Crosswalk10: https://play.google.com/store/apps/deta ... a3.chicken

In C2, I kept WebGL on and Sampling linear. My game don't use physics. Does your game use physics?

In XDK, Android-Crosswalk settings, Standard Cordova Plugins, I kept only Device plugin on. In Build Settings, Minimum Androd Version 14, Target Android Version 19, Signed on and Crosswalk Version 10.

Before the compilation, did you test your game with Wi-Fi preview or XDK preview?
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Post » Sun Mar 15, 2015 5:51 am

@EstudioCelula3
I use no physics at all, i tested your game, movement becomes not smooth when it speeds up
I tested my game through wifi, much better than Crosswalk 10
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Post » Sun Mar 15, 2015 10:34 am

Egyptoon wrote:I use no physics at all, i tested your game, movement becomes not smooth when it speeds up
I tested my game through wifi, much better than Crosswalk 10


Yes, I also noted this "unsmoothness problem" in my tests (wi-fi preview, PC preview etc), but I can't to solve it. But if the game runned OK in your device, and my game was compiled with Crosswalk 10, then the problem is in your project.

Maybe this manual entry can to help you: https://www.scirra.com/manual/134/performance-tips
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