New Android Export Experiences

Discussion and feedback on Construct 2

Post » Mon Mar 10, 2014 4:51 pm

@yongsheng,

We do already use our own custom "exit window" to check the player wishes to exit before closing the app. I just wanted to make sure your proposed default "system exit window" would not interfere with our own custom exit window.

Thanks
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Post » Mon Mar 10, 2014 5:22 pm

@yongsheng and @intelrobert - thank you for being so quick to assess new features and implement them. Crosswalk keeps getting better and better.
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Post » Tue Mar 11, 2014 2:28 am

I get the following errors when compiling (GL_OUT_OF_MEMORY). IS this only because the images are not powers of 2? We have some rather large scrolling backgrounds. Some are 2560x2560 some are 640x1500, and there can be up to 3 or more scrolling at a time. But their entire box isnt completely filled with pixels though. depending on the device I can get to the main menu which has all of our backgrounds in all 4 levels scrolling behind eachother, and they are called up depending on what level is called. But then I can't get into the first level which is only 3 of the 16 scrolling backgrounds the menu had.
Here's the errors
Image

if you want to see the scrolling backgrounds for yourself it's on kongregate right now:
http://www.kongregate.com/games/oobente ... ou+can%27t
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Post » Tue Mar 11, 2014 2:57 am

Keep it below 2048 x 2048, lots of devices cannot handle bigger textures than that!
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Post » Tue Mar 11, 2014 3:46 am

Silverforce wrote:Keep it below 2048 x 2048, lots of devices cannot handle bigger textures than that!


Even if 75% of the 2560x2560 tiled background is empty pixels?
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Post » Tue Mar 11, 2014 5:33 am

@bscarl88 if you read the images section of the manual and the don't waste your memory thread in the forums you will see that even transparent pixels still count. Your images are WAY to big for mobile.
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Post » Tue Mar 11, 2014 10:53 pm

BluePhaze wrote:@bscarl88 if you read the images section of the manual and the don't waste your memory thread in the forums you will see that even transparent pixels still count. Your images are WAY to big for mobile.


Thanks, I can definitely see how that's hindering us. I read the manual 2 or so years ago, but i guess not everything stuck! One of the problems that the export is telling is, is that our images aren't all in the power of 2. Do all of our images have to be a size of the power of 2, or is it just for the large tiled backgrounds?
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Post » Tue Mar 11, 2014 11:31 pm

Does not need to be power of 2, but when it gets into memory as a texture, it becomes power of 2 regardless of your original size. Using a background of 1280 x 720p for example (even if its blank), requires 16MB of memory because it has to be stored into a 2048 x 2048 texture.
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Post » Wed Mar 12, 2014 3:59 am

Silverforce wrote:Does not need to be power of 2, but when it gets into memory as a texture, it becomes power of 2 regardless of your original size. Using a background of 1280 x 720p for example (even if its blank), requires 16MB of memory because it has to be stored into a 2048 x 2048 texture.


thank you so much for this, that bit just made a huge connection in my head with how to work best with sizing images. your explanation along with this chart helped me understand how to work with image sizes better:
http://www.vaughns-1-pagers.com/compute ... s-of-2.htm

is there a place I can learn that kind of stuff? because i consider myself good at the main logic of game development (at least in C2), but i would love to be better at formatting games specific to mobile.
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Post » Wed Mar 12, 2014 4:05 am

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