How do I reduce my game's size?

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Post » Mon May 04, 2015 11:58 am

Iolva wrote:What do you mean by "every time"?

With every crosswalk game. It would be better if only for one game that browser is downloaded and then works with all crosswalk apps, no need to be packed in every app...

IndieKiwi wrote:Was developing a native camera app last night with Phonegap + Intel XDK for Android without Crosswalk and the apk is under 400kb :roll:

Without crosswalk the performance is too bad for a game. Camera app could be OK, but it's not good for games (not enough fps, slow etc.) as I know.
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Post » Mon May 04, 2015 12:17 pm

@nikosurfing - Sorry- the Cordova plugin is waiting to be made public, but there is not a C2 plugin yet. It takes a few months at Intel to get legal approval for open source code :(
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Post » Mon May 04, 2015 12:20 pm

grigrizljac wrote:
Iolva wrote:What do you mean by "every time"?

With every crosswalk game. It would be better if only for one game that browser is downloaded and then works with all crosswalk apps, no need to be packed in every app...


My personal opinion is I disagree with this 100%. Think of "flash". Users will have to update the version in the store every time a new one comes out. But what happens when there is a breaking version (like CW7 to CW10) - your app will start performing worse without you ever knowing it.

The Crosswalk team has stated public they will be doing a shared mode, but think of your own apps issues that can happen. If they distribute specific versions (CW11/CW12/CW13) and you can lock down to that, then :D
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Post » Mon May 04, 2015 12:23 pm

imaffett wrote:
grigrizljac wrote:
Iolva wrote:What do you mean by "every time"?

With every crosswalk game. It would be better if only for one game that browser is downloaded and then works with all crosswalk apps, no need to be packed in every app...


My personal opinion is I disagree with this 100%. Think of "flash". Users will have to update the version in the store every time a new one comes out. But what happens when there is a breaking version (like CW7 to CW10) - your app will start performing worse without you ever knowing it.

The Crosswalk team has stated public they will be doing a shared mode, but think of your own apps issues that can happen. If they distribute specific versions (CW11/CW12/CW13) and you can lock down to that, then :D

You're probably right.
Is in crosswalk app packed the whole browser or just the "ingredients" the app needs?
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Post » Mon May 04, 2015 5:45 pm

It's a version of the Chromium browser.
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Post » Tue May 05, 2015 2:18 pm

So for now there is no exact solution to this problem? Well, thank you all for the answers anyway.
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Post » Wed May 06, 2015 10:32 am

We all have this same problem ;)

Apk: crosswalk 17Mo + c2 game 2Mo = 19Mo in the market
When the app is started, 19Mo * 2 or more in the device memory
Like you said, sometimes more than a 3D game :D

It's a problem of Webview android component.

All the HTML apps like Construct2 export are displaying in a the java Android webview.
A webview is like a browser, but a very light browser. So all the complicated code (html5, Jquery..etc..) are bad or not at all understanding by the webview.

So we need to use Crosswalk, who is a webview with a full browser.
If your game is very simple, you can to try to import it into apk android without crosswalk, I've tried it.
But some android devices can't open it or the performance will be bad.

For example, the function "Load image form url" don't work well without crosswalk.
The game is started on some devices (not all), but the images are not loaded :)

With Android 5, I've read that the component Webview is better (like a full browser) but I haven't tested it.
If it's true, when all the device will work on android 5 or more, no need to crosswalk :D
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Post » Wed May 06, 2015 10:39 am

@amkp yep, in android 5 it is like this as far as I saw, but you then have the issue of the auto updating webview that breaks your game, whereas with crosswalk, the version will not auto update.

There is also the solution to post the game to the web if the auto updating is not an issue. Plus you don't take responsability for chromium specific bugs theorically, but it seems to not be a popular solution.
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Wed May 06, 2015 10:56 am

@Aphrodite

Isn't possible to configure lock option for auto-update ?
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Post » Sun May 10, 2015 12:01 am

I tried the @amkp solution, I built the app for Android without crosswalk and installed it on my Xperia Z2 with Lollipop. The results are greatly insane:

With Crosswalk:
Apk about 18 Mb and installed <60 Mb

Without Crosswalk:
Apk 417 Kb and installed 1,57 Mb

The only flaw is the performance that worsen, too much for my physical game.

This is really a big problem, I hope that someone in the future work on this, I'm undecided whether to continue the development of the game or not, I do not know if it is worth it..
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