New Android Export Experiences

Discussion and feedback on Construct 2

Post » Wed Dec 25, 2013 9:38 am

@spy84 kala xristougenna kai se sena.
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Post » Wed Dec 25, 2013 3:08 pm

If you run the app from the debug tab in XDK, you are not subject to the size limit and will be testing against crosswalk. It is also much faster than going through the build process. It is similar to 'run layout' in c2.

http://software.intel.com/en-us/html5/articles/xdkdocs#articles/using-the-debug-tab


[QUOTE=Bl4ckSh33p] I will try Crosswalk soon but right now my game has about 65 MB. I hope removing the music files not needed for android will be enough to reduce it to 50 MB. :/

An option to build bigger games would be great. I don't want to upload to Play Store yet.[/QUOTE]
Intel Corporation
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Post » Thu Dec 26, 2013 4:17 am

Just made a pong example, I exported with ARM [ I'd been using X86 and getting a black screen /crash ] - seems to work so far, just bullet movement, no physics etc. Awesome stuff! :)

Just need to figure out how to do all the icons / splash screen etc.

Nice work guys!
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Post » Thu Dec 26, 2013 4:18 am

And a belated Merry Christmas too all.
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Post » Thu Dec 26, 2013 5:47 pm

Very promising Intel!

My app I have been wanting to develop is now possible, Crosswalk allows the support of Facebook integration, and that is what I am proud of.

People are not liking the Android Toolbar being shown during run-time, is this something you are going to remove in the future? This is something I would like to keep, so users can still navigate to other content on their device and not feel consolidated. I would suggest maybe make it optional to keep the Android Bar? Some apps would like Toolbar support.

Once again, thank you!

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Post » Thu Dec 26, 2013 10:51 pm

Even though this all is obviously a work-in-progress, I must say I appreciate the way the intel-guys communicate and fix stuff, I really do. Certain other parties do this very differently.
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Post » Fri Dec 27, 2013 12:13 am

Ah, was going to mention the fullscreen thing - I guess that's still coming ?

I was hoping to make it go edge to edge and have back buttons to exit rather than leaving the home/menu button bar and battery bar showing.

Props so far for the easier production pipeline and quick and easy testing on devices.
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Post » Fri Dec 27, 2013 2:11 am

[QUOTE=JohnnySix] Ah, was going to mention the fullscreen thing - I guess that's still coming ?

I was hoping to make it go edge to edge and have back buttons to exit rather than leaving the home/menu button bar and battery bar showing.

Props so far for the easier production pipeline and quick and easy testing on devices. [/QUOTE]
This is a good idea. I'm thinking how to support it in Crosswalk.
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Post » Fri Dec 27, 2013 10:50 am

Is there any chance to build a data bridge between Crosswalk and Android OS (inside XDK) ?
My consideration are:
- Background service (to remind me that my game need some attention from time to time)
- Sending an "intent" to the OS, for available installed apps (click on facebook icon inside my game to open facebook app)
- File manipulation outside browser security restrains
... and more
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Post » Fri Dec 27, 2013 12:13 pm

@ Intelrobert: First, thank you so much for your open communication with the community. I think we all here appreciate that very much.

So I tested the new exporter as well but I noticed 3 things:

1. My Spriter animations aren't working. They work perfectly fine in Chrome, Node-Webkit and CocoonJS. I use the most up to date version of spriter/ the plugin and all my animations are running on ".scon"

2. My game uses even more memory ( RAM ) than it did with CocoonJS. In Construct 2, testing with Chrome, it says 12 MB. With CocoonJS I get 80-100 MB, with Crosswalk I get 140 MB. Which is very surprising. I don't know if I do something wrong here, since I though Crosswalk handles memory well.

3. Playing the game feels a bit "wobbly", like playing a website hosted HTML 5 game on your phone. CocoonJS feels more natural and like a real app here. The framerate was OK with Crosswalk. I don't know how to find out the exact FPS, but It felt mostly fluent ( with CocoonJS the game runs with 60 FPS). Next the CPU usage was higher than with CocoonJS: Crosswalk 5% CPU, Cocoonjs: 1-3% CPU.

All in all, I trust that Intel will make Crosswalk work properly. I am just skeptic, if they will manage to capture the 100% native app feel eventually.

Did anyone make similar experiences with memory management and Spriter animations?Allchix2013-12-27 12:30:08
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