New Android Export Experiences

Discussion and feedback on Construct 2

Post » Tue Feb 18, 2014 3:54 pm

@Ainxty

[QUOTE=Ainxty] All things considered, I've had a fair amount of issues with the crosswalk wrapper. Back button binding doesn't work, CPU utilization jumps (not a game logic issue, even a 10 event game burns battery), home button hard crashes the app, window button works, but when you go back to the app it can sometimes hang, and other times the sound cuts out. There are also issues with script minification (though, there issues with that in regular HTML5 export as well) and gamepad support doesn't work (using r161) on Android. At least, I haven't been able to get it to work with an Xbox360, or a PS3 controller hooked up to my N10. Obviously a limited testing environment, but still...

I think I might hold off on deploying to the Play Store until the wrapper is a bit more stable. Don't want 1-stars because the wrapper keeps crashing :(

Oh, also, exported app (pre-crosswalk) 18mb. Installed app on phone, 58mb - what?[/QUOTE]

I think you might want to reinstall Construct/Intel XDK, you have some serious problems there.
I have tested my game on 7 different Android devices so far and the results are the same:

Back button binding works perfectly for me: (Broswer > On mobile back button pressed). Can't comment on CPU utilization but I've not noticed any abnormal battery drain. Home button works as expected for me. By "Window Button" do you mean the Recently Used Apps list? I haven't noticed any issues myself. Can't really comment on anything else as I have not yet implemented sound into my game but I know this is a known issue and I haven't attempted the use of a gamepad.

The export app size is indeed a rather serious problem that needs to be addressed. Mine is also installing as ~52mb (although the 18.2mb that mine exports as is still FAR too big as Cocoon's export is only 8.5mb).
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Post » Wed Feb 19, 2014 4:33 am

@Insignia

I've been able to get the back button to work in some of my games, but not others. I don't know if this is an XDK issue, because I can always get the back button to work in jquery mobile apps I write and export with the XDK.

Of course despite all the above issues, it's still arguably the best platform to export with.
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Post » Wed Feb 19, 2014 7:45 am

@RenatoB: about audio problem, it seems the audio can work well except that the volume can't be changed. Actually the system volume is changed. Could you please share more details with us?

For other problems, we're investigating them.
by the way, I don't have the permission to send PM to you.
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Post » Thu Feb 20, 2014 7:14 pm

yongsheng wrote:@RenatoB: about audio problem, it seems the audio can work well except that the volume can't be changed. Actually the system volume is changed. Could you please share more details with us?

For other problems, we're investigating them.
by the way, I don't have the permission to send PM to you.


@yongsheng.

I appreciate your concern. I´m in contact directly with Xingnan and I hope we can resolve these issues. Thanks.
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Post » Thu Feb 20, 2014 10:27 pm

@matthewhxq: if you want to get the keystore that was used to sign an apk you built with XDK, then send email to [email protected]

matthewhxq wrote:[QUOTE=yongsheng] [QUOTE=matthewhxq] Is there any way to get keystore file from corsswalk?

you mean getting keystore file via JavaScript API? currently no.[/QUOTE]

No, i would like to save it on my hard disc drive.[/quote]
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Post » Fri Feb 21, 2014 10:30 pm

@Bertie Booster

I expect we would leave it to the developer to decide to package crosswalk in the APK or to rely on a shared crosswalk. We are not currently working on the shared crosswalk, so the embedded crosswalk will be your only choice for a while.

Bertie Booster wrote:
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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Post » Fri Feb 21, 2014 10:58 pm

@Silverforce: If you select the canary build in XDK you can set the orientation in construct2 to landscape. Look at the end of the details page. Admob support is still in progress. We will write an updated guide.

edit: I see now that you figured out the lock orientation on your own.

Silverforce wrote:Is there an up-to-date guide on publishing using Intel's Crosswalk? Lots of recent changes and additional features or compatibility changes... so hard to keep track of it all.

Is AdMob supported?
Lock orientation to landscape possible?
Silverforce2014-02-10 07:02:19
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Post » Fri Feb 21, 2014 11:04 pm

@TheNewGuy

We released an update for XDK that should make it possible to use XDK on winxp. But I can't guarantee that we will continue to fix bugs.

TheNewGuy wrote:How does this help people who does not have windows 7??? I cant use crosswalk?!? How do I make an android game without export.
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Post » Fri Feb 21, 2014 11:12 pm

@RenatoB: XDK and Crosswalk are 2 separate projects at Intel. XDK tries to make it easier to use crosswalk by providing a build service, debuggers, and profiler. You also have the option of downloading crosswalk sdk and android sdk and building the APK on your PC.

RenatoB wrote:Any difference between Intel XDK and Crosswalk? I thought they were the same thing? I did not find the "canary" option for Intel XDK. Thanks.RenatoB2014-02-15 18:53:28
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Post » Fri Feb 21, 2014 11:21 pm

@BluePhaze: We are hoping that if we can provide the javascript API's in crosswalk, then other C2 users will volunteer to write plugins so everyone can use the features. It looks like this has happened for other features in C2.

BluePhaze wrote:@yongsheng One of the limitations working with C2 is that in order to efficiently use API's they have to be integrated with C2 usually via plugins. Writing plugins is not something that most of the designers can do in a stable manner. For most of the wrappers that are added to C2 for exports, plugins are usually created to give an abstraction to the API's to make it easier for the non-coders to use in their games in a consistent manner.

**Edit** This is mainly in regards to being able to use things like audio tags, ads, google play services, etc... with Crosswalk in C2.BluePhaze2014-02-14 19:27:32
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