BlackBerry 10 and Construct 2

  • I appreciate the great feedback

    Regarding spaces ( ), hyphens (-), and underscores (_), I ran a quick test on the WebWorks SDK for Tablet OS 2.2.0.5 and BlackBerry 10 WebWorks SDK 1.0.3.8.

    WebWorks SDK for Tablet OS 2.2.0.5

    * spaces: packaging failed.

    * hyphens: packaging succeeded.

    * underscores: packaging succeeded

    BlackBerry 10 WebWorks SDK 1.0.3.8

    * spaces: packaging succeeded.

    * hyphens: packaging succeeded.

    * underscores: packaging succeeded

    The test was done with a ZIP file containing an index.html, config.xml, and three TXT files (this has spaces.txt, this_has_underscores.txt, and this-has-hyphens.txt).

    Seems we're in a slightly better state regarding these limitations with BlackBerry 10. Do we feel that spaces are something that should be looked at being permitted? I cringe a little at spaces myself, but if there's a consensus for 'yes', then I'll push it to our WebWorks packager teams.

    Regarding WebGL + Text, do you simply mean the Enable WebGL property for a project? I'm assuming so, and will run some tests on that here. I'll also reach out to Mr. Wong (likely Alan Wong?) to see if he has any insight on the files you sent him originally.

    And by all means keep the feedback coming. I'm trying to stay on top of everything but if any question's gone un-addressed, don't be afraid to follow-up. I certainly don't mean to avoid any questions, just sometimes things slip past me :-)

  • Regarding WebGL, Text Objects, and PlayBook, I just want to confirm that I am testing this appropriately.

    I created a new Construct 2 project and performed:

    Insert new object > General > Text > Insert

    I edited the text value to be WebGL is enabled. and ensured that on the root Project object, Enable WebGL was On.

    I then exported as HTML5, created my own basic config.xml, and leveraged the BlackBerry WebWorks SDK for Tablet OS 2.2.0.5 to create webglon.bar.

    I then repeated the process but instead the text says WebGL is disabled. and the Project object has Enable WebGL set to Off; thus creating webgloff.bar

    I loaded both BAR files onto my PlayBook (2.1.0.1088) and launched each. If I'm understanding correctly, webglon should fail in displaying the Text object and webgloff should succeed in displaying the Text object; is that right?

    In my results, I'm actually seeing both Text objects render just fine, but I want to ensure this actually encapsulates the issue at hand.

    For reference, the two files can be downloaded here.

    webglon.bar box.com/s/ytdf0qbh9eprd8ffort3

    webgloff.bar box.com/s/jaus3uf2rctoajyt41pq

    If the above test case is valid, I'll also perform the tests on BlackBerry 10. Also, if you have a BAR file you want to send me for testing, I'd be happy to do so as well (just as a sanity check whether the issue is actually still there.)

  • One last note, I pulled the failing BrickBreaker sample from supportforums.blackberry.com/t5/Web-and-WebWorks-Development/TEXT-object-cause-black-screen-after-OS-2-1-0-1032/td-p/1938303 and packaged/deployed to my PlayBook (2.1.0.1088) and definitely saw some issues (and some potential issues):

    * As I was playing, the rendered area kept growing larger. Not sure if that was intentional.

    * After playing for ~20 seconds, the screen went black.

    The timing of the screen going black appears related to the growing play area. I did not come across any large volume increase though (it was always around 50% volume.)

    That being said, I clicked through / failed a few times without any issues beyond the growing play area / eventual black screen.

    Are these the issues in question?

  • WaterlooErik: you probably should use only a single text object in your test, and set its text value to the system expression "renderer".

    This way the text will display no matter what, but its content should vary between "canvas2D" and "webGL" depending on the current renderer.

    <img src="https://dl.dropbox.com/u/36472942/construct/forumhelp/text_renderer.PNG" border="0">

  • Ah, I thought there might be something like that available. Thanks for the tip!

    EDIT: New BAR files with the recommended Text object implementation:

    webglon.bar box.com/s/ytdf0qbh9eprd8ffort3

    webgloff.bar box.com/s/jaus3uf2rctoajyt41pq

    I also added some particle animations and *think* webgl is running a bit more smoothly (but maybe it's just my eyes seeing what they want to see.) :-)

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  • One last note, I pulled the failing BrickBreaker sample from supportforums.blackberry.com/t5/Web-and-WebWorks-Development/TEXT-object-cause-black-screen-after-OS-2-1-0-1032/td-p/1938303 and packaged/deployed to my PlayBook (2.1.0.1088) and definitely saw some issues (and some potential issues):

    * As I was playing, the rendered area kept growing larger. Not sure if that was intentional.

    * After playing for ~20 seconds, the screen went black.

    The timing of the screen going black appears related to the growing play area. I did not come across any large volume increase though (it was always around 50% volume.)

    That being said, I clicked through / failed a few times without any issues beyond the growing play area / eventual black screen.

    Are these the issues in question?

    By my test months ago,

    the text with webgl-on is sufficient to make screen black.

    It's great to hear that they'll be ok now.

    The story about growing paly area is here:

    When I was making Brick Breaker for testing if playbook's performance is good enough for ACT,

    I tried many ways to figure out why it always turned into black screen,

    then I found that when I choose "Letterbox Integer Scale" mode, it showed with smaller size and worked.

    (WebGL is On)

    Therefore, I made the growing-area to make sure if it's screen size problem.

    The result is, if the screen size just fit Playbooks's screen size, it crashed to black screen.

    At first, I thought it's screen size issue,

    after more tests, I found if I turned WebGL off, the growing area wouldn't crash anything.

    Moreover, if I removed text object, it worked with WebGL too.

    For study reason, I'd show you this:

    Monday Morning Escape

    http://appworld.blackberry.com/webstore/content/17842944/?lang=en

    It's my first playbook game after BrickBreaker testing.

    Actually speaking, I want this game published at first, but it turned into black screen too.

    I removed all text objects to fix the black screen issue,

    but it wouldn't be a game without hints and story-telling.

    After BrickBreaker testing, I simply turn WebGL Off in Monday Morning Escape project,

    then it amazingly worked.

    That's why I think it's not screen area issue and surely is WebGL problem.

    I don't know if something fixed or not in these months.

  • Thanks for that extra information; seems there is more to the issue than just Text objects. The BrickBreaker sample did still result in the black screen on the latest PlayBook, but I'll use the above as a basis for more testing.

  • Because the Port-a-Thon came up in this thread, I just wanted to point out that the <canvas> issue which affects the current public BB10 release should be resolved in tomorrow's (Dec. 11th) Gold SDK/OS releases.

    On top of that, approvals for resubmitted apps (to still count towards Port-a-Thon rewards) have been extended to December 23rd. This is only valid for those apps originally submitted during the Nov. Port-a-Thon.

    Best recommendation for any affected developers would be to repackage/test with tomorrow's released tools, and then submit as they're able. With the extended approval deadline, hopefully this gives some breathing room with the new tools.

    Ashley, this would also likely be the best route for your BlackBerry 10 testing as a number of rendering changes have been implemented.

  • because the Port-a-Thon came up in this thread, I just wanted to point out that the <canvas> issue which affects the current public BB10 release should be resolved in tomorrow's (Dec. 11th) Gold SDK/OS releases.

    THANK YOU! Finally I can publish my games. I've been waiting for a fix.

  • today released SDK 1.0.4.5 i hope there will be no more black screens!

  • It's still glitchy and crashes a lot in the latest update, let's hope it's updated again soon.

  • Ashley can give us an example for this crash bug? So, we can prevent this in next development

    WaterlooErik want to ask, how about Scoreloop integration with HTML5 Games (WebWorks) today? I hear that Scoreloop is owned by RIM now, so i think Scoreloop is the best API for implement Leaderboard, Achievement, and many similar game system on BlackBerry 10. :)

    Beside that, there is awesome similar plugin like Scoreloop called Clay.io from austin

    austin how about Clay.io integration with BlackBerry 10 games? Is there a plan for implement this?

  • Regarding <canvas> applications, the initial issue itself was resolved with the Gold SDK; this was related to <canvas> applications rendering black. At the same time, a new GL rendered was implemented in this release and there are some outstanding issues.

    One of the main issues right now appear to be related to the use of non-power-of-two images that may be causing buffer over/underruns in addition to some skewed graphics. I'm running some tests today and will be raising these issues with our dev teams.

    Overall, this release was a step forward but there is still some work to be done on the GL renderer implementation. If anyone comes across any issues, by all means let me know as much as you can regarding the cause/use-case and I'll test/escalate.

    kenli: Regarding Scoreloop, it's on the radar but I'm not sure about a date. This is one of our biggest outstanding asks (and a common one from the community) so know that we are pushing to make this available.

    austin: I'll admit that I'm not familiar with Clay.io, but I'll give it a look. If you do have any intent to port over to BlackBerry 10, let me know and I'll do my best to provide what support I can.

  • I'm having this problem of skewed graphics when I switched the webGL to ON on the properties.

    Transparencies,no additive blend mode and no tiled background in webGL set to OFF

  • WaterlooErik very nice respond! :)

    Anyway Mr. Erik, you can discuss with Mr. austin in this specific thread about Clay.io plugin (Leaderboard and Achievement).

    http://www.scirra.com/forum/topic54357_post374223.html#374223

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