New Android Export Experiences

Discussion and feedback on Construct 2

Post » Tue Feb 04, 2014 4:58 pm

@dooley - for the most part it should work identically to Chrome for Android. If you get the same results in Chrome for Android, it's most likely not a crosswalk specific problem. If you have any specific issues that you can reproduce, please share the .capx and the steps to reproduce so we can investigate - otherwise there is not much we can do.
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Post » Tue Feb 04, 2014 5:12 pm

@Ashley : it seems now that Xwalk can choose between the front or back camera on a getUserMedia request (at least that's what their bugtracker says). Is it possible to choose the input stream from C2, and pass that info to webkit ?
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Post » Tue Feb 04, 2014 5:36 pm

@Ashely

So far this morning what I've been able to deduce is that "Effects" -- Water Background and/or Physics causes Massive lag. So far, I'm led to believe the biggest lag comes from the Effect. I have one physics object in my game, and it is just "sluggish" now. I'm going to try to come up with a custom movement to simulate what I was doing with physics and report back here later.

As far as "Chrome for Android" I take it to mean just dropbox the game an try to run it from the app?

Thanks again.
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Post » Tue Feb 04, 2014 8:51 pm

Could someone confirm for me: Crosswalk runs only in Android 4.2? I need to buy a cel phone with android to test my apks. Thanks.RenatoB2014-02-04 21:35:24
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Post » Tue Feb 04, 2014 10:14 pm

@Pode - media sources are on the todo list

@dooley - effects and physics are very resource-intensive. Have you not run your game on a mobile before? Desktops can easily be over 10 times faster than mobile, so you have to sometimes very carefully design them using only features that perform well. You can quickly test in Chrome for Android using preview-over-wifi.

@RenatoB - it's Android 4.0+.
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Post » Tue Feb 04, 2014 11:39 pm

@Ashley

Yep, I am seeing that. Here is a dropbox of my game in it's current state (with physics)

https://dl.dropboxusercontent.com/u/68726261/Swimmy%20Shark/index.html

My only physics are:

On Touch >>> Set phyiscs velocity to (0,0)
             Apply impulse 20 at angle 270 at image pt 0
Touch >> is NOT in touch >>> Set physics world graviy to 25

That's all the physics I have, and no effects. I'm not sure how to handle the shark's movement w/o physics, but i'll get to work on that next. Everything else is just Bullet behavior, the "background wrapping" from the auto runner template.

Thanks for the keeping in touch. I'll be back with more info soon, hopefully a solution.

Thanks again!
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Post » Wed Feb 05, 2014 1:20 pm

@dooley - it runs perfectly here in Chrome for Android on a Nexus 5. Looks like a steady 60 FPS. What device/browser have you been testing on?
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Post » Wed Feb 05, 2014 8:12 pm

@Ashley
I was using Chrome for Android on a Nextbook 8. but it was horrible. So I'm now using a Samsung Galaxy Note 8, it seems to run fine, but when I touch the screen is does a "double click" where it seems to count my Touch twice.

Do you know of any setting that helps with that, or maybe a was to combat in C2?

Thanks
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Post » Wed Feb 05, 2014 11:10 pm

@Bertie Booster: Eisenhan is right. The runtime is part of the APK. That is why it is 17MB. It can't be updated without publishing a new APK.

[QUOTE=Eisenhans] [QUOTE=Bertie Booster] I would have concerns about publishing software that relied on a wrapper that could be unilateraly updated/changed at any time after the game is published. No offence to Intel but you want to do all your testing & debugging before launch not every time crosswalk is updated. [/QUOTE]

Why does a Crosswalk update affect you that happens after your APK went onto the Google store?

It's not a "live" connection. [/QUOTE] IntelRobert2014-02-05 23:23:48
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Post » Wed Feb 05, 2014 11:26 pm

[QUOTE=IntelRobert] @Bertie Booster: Eisenhan is right. The runtime is part of the APK. That is why it is 17MB.

[QUOTE=Eisenhans] [QUOTE=Bertie Booster] I would have concerns about publishing software that relied on a wrapper that could be unilateraly updated/changed at any time after the game is published. No offence to Intel but you want to do all your testing & debugging before launch not every time crosswalk is updated. [/QUOTE]

Why does a Crosswalk update affect you that happens after your APK went onto the Google store?

It's not a "live" connection. [/QUOTE] [/QUOTE]

Sorry we've crossed wires here I was referring to a possible scenario if the methodology discussed in the post previous to mine was adopted

[@Cipriux: The google supported way to do this is to put the crosswalk into a separate APK. You launch your app, and then it brings you to the play store to download the crosswalk apk, which can be shared among all apps that use crosswalk. Your app could be as small as 1MB. The crosswalk team is working on this method and we can support it as an option. It is not as nice as what you describe because you have to go back to google play to download the crosswalk apk. Adobe Air used to work this way, but people found it annoying and they went to the same embedded model that crosswalk is using. Adobe Air miminum app is smaller than crosswalk <9MB vs crosswalk 17MB.]

I understand that it's not "Live" at the moment and trust me I've looked at that 17MB very closely as the APK approaches 50MB.

My concern is that a game I write and debug/test using say Crosswalk 2.2.4 could be installed work and then break when the customer is required to install say Crosswalk 2.6.1 a few games later. Anyone who Flash Dev'd with AIR will know what can happen when the AIR runtime is updated although to be fair the problems were predominantly in the early days.

If Intel are going to go the way of a one (install) to many (apps) option I do hope there is some way of signing an app to only use verified versions incorporated.
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