New Android Export Experiences

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  • Tested my game on the previewer app, Asus TF700, 10-15 fps. Pretty much the same as running on Chrome browser using Construct 2 preview over wi-fi.

    Seems webGL effects in Construct 2 really slow things down a lot, there is a massive performance difference for using them.

  • IntelRobert: Thanks for making it easier for us to export Android quicker and easier than what we had before.

    Is there a way that I can get rid of the bar that shows up above my game??

    [tube]http://www.youtube.com/watch?v=dnpE4tByVmk[/tube]

  • Warning: I didn't work on the creation of Crosswalk, but this is my understanding of the technology.

    Crosswalk adds 20-25MB when compiled on the local machine or in the cloud since to my understanding it is packaging up chromium, enabling WebRTC, WebGL and others goodies though code. We realize this is sub-optimal but this is the initial release and we're working on streamlining now.

    Any news if this is still the same?

    .... that is way too much overhead when iOS and Android Store has a 50MB limit on apps. That means our apps definitely need to be 25MB or less, which limits what you can realistic make. Big studios have fileservers and teams to streamline out-of-store downloading of assets so some games are hundreds of MB or even a GB..

  • IntelRobert

    CocoonJS supports ads via MoPub,

    what about Crosswalk?

  • IntelRobert

    About the UserMedia plugin, there is an html feature called MediaStreamTrack.getSources, it allows the user to select sources of input (multiple cameras) it is not yet integrated in construct 2 (though i sent a mail to the support team and it has been added to the to-do list).

    I've made a costume plugin to support this feature, it works fine when using on chrome but not on the XDK, here is an html+js sample on how to use it, you can put it as is in a new XDK project and see how it works (on XDK choosing both user+environment cameras activates the user(front) camera).

    simpl.info/getusermedia/sources

  • We are working on it. Line 24 in docs.google.com/spreadsheet/ccc

    Is there a way that I can get rid of the bar that shows up above my game??

  • Minimal Crosswalk App is now 17MB, leaving you 33MB for your game. For the extra assets one possibility is using a free CDN service and then it could be totally under your control, just use pure HTML5, and work the same on non-crosswalk platforms.

    >

    >

    > Warning: I didn't work on the creation of Crosswalk, but this is my understanding of the technology.

    >

    > Crosswalk adds 20-25MB when compiled on the local machine or in the cloud since to my understanding it is packaging up chromium, enabling WebRTC, WebGL and others goodies though code. We realize this is sub-optimal but this is the initial release and we're working on streamlining now.

    Any news if this is still the same?

    .... that is way too much overhead when iOS and Android Store has a 50MB limit on apps. That means our apps definitely need to be 25MB or less, which limits what you can realistic make. Big studios have fileservers and teams to streamline out-of-store downloading of assets so some games are hundreds of MB or even a GB..

  • Would you be happy with AdMob? If not, why?

    IntelRobert

    CocoonJS supports ads via MoPub,

    what about Crosswalk?

  • There was an XDK update (277) today that removes the 25 MB upload limit. You have to reinstall XDK.

    software.intel.com/en-us/html5/articles/xdk-release-notes-dec-2013

    To see other c2 related problems that we are working on:

    docs.google.com/spreadsheet/ccc

  • IntelRobert

    AdMob is OK, because most of C2 devs use it anyway

    but the best would be also some more "fancy" ads, like in LeadBolt (= generating higher eCPMs)

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  • IntelRobert Thanks for the update + continued improvements <img src="smileys/smiley1.gif" border="0" align="middle" />

  • We are working on it. Line 24 in docs.google.com/spreadsheet/ccc

    >

    > Is there a way that I can get rid of the bar that shows up above my game??

    >

    IntelRobert - Thanks. I'm not sure if you guys are aware of it, but is the Virtual Keyboard working through Crosswalk? I have a textbox in my app and when I tried to click on it to type out text, the virtual keyboard doesn't popup.

  • : I just did a simple example in c2 with a textbox and I get the virtual keyboard on my nexus 4. Can you try this capx and see if it works?

    drive.google.com/file/d/0BzXhriJJl3U2TzBpOGJ3OXRCM2M/edit

    If the simple one works, but yours does not then I will need a capx file that shows the problem.

       

    IntelRobert - Thanks. I'm not sure if you guys are aware of it, but is the Virtual Keyboard working through Crosswalk? I have a textbox in my app and when I tried to click on it to type out text, the virtual keyboard doesn't popup.

  • IntelRobert

    Music very loud in my game.

    Clay io - Advertising not show ads.

  • Kind of a silly question but, is there a way to stop/exit the app on the 'test' tab or at least mute the sound?

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