Ashley's Forum Posts

  • Mahir, please email us at licensehelpitc@scirra.com. Do not ask for anyone to share their licenses; doing so is piracy and will get the license revoked.

  • The .m4a files are not necessary for Crosswalk, btw - it will always use the ogg files. The next build will skip exporting them automatically, but deleting them yourself for now might get you extra filesize freedom.

  • They work in Chrome for Android, so they should also work in Crosswalk.

  • Crosswalk will get faster as it gets updated - Chrome for Android tends to get a bit faster with every release, and those improvements will reach Crosswalk after a while. I think Crosswalk is still on Chrome 29 and Chrome 31 is out now and can be faster in some cases.

    jayderyu - a possible option for large games is to load them off the web. If your app is just an empty Crosswalk container set to load a web URL, then it will be ~20mb in the Google Play store, and on first run sets about downloading the larger game (seriously though, 500mb is ambitious for a phone... not sure many native apps even go that far!). Then if the offline cache is still working in Crosswalk, it will still work offline after the first run.

  • tgeorgemihai - you have to use the Tilemap object's recommended settings to avoid seams: pixel rounding on, point sampling and letterbox integer scale. Also you've chosen a weird window size which makes it downscale and still shows seams - you should make sure the game is shown at 1:1 scale or larger, not smaller.

  • Thanks for looking in to the issues IntelTyler and team!

    I'd remind everyone that to test Crosswalk you must use the 'Crosswalk for Android' build option, and download and install the APK. Any other preview, test or build options do not currently use Crosswalk, as far as I am aware.

    For testing, the easiest thing to do is just run the game in Chrome for Android using preview-over-wifi! It should run very close to what you get in Crosswalk. As far as I'm aware there are two differences though:

    • Crosswalk can enable WebGL even when Chrome for Android doesn't enable it
    • Crosswalk can play music at any time, whereas Chrome will queue up music playback to start at the next touch.

    The music thing is pretty minor, but the WebGL difference can be pretty significant, and we might be making more changes in future (such as handling the back button and IAP). We might be able to publish a test app ourselves, since it just needs to be a Crosswalk app that can load the preview-over-Wifi URL. I'll have a look in to that.

  • If you're seeing reduced performance, how does it run in Chrome for Android? That should produce similar results. If you've never optimised your game for mobile before and you're just trying it out on Android for the first time with Crosswalk, it's also possible your game is taking advantage of the fact desktop PCs are 10x faster or more. You should test games on mobile from the start and it's not really Crosswalk's fault if you haven't done that so far.

    Text objects changing every tick can be pretty slow so try hiding them if you have that. Ize, I noticed you had some debug text that looks like it changes every tick, that's definitely going to kill performance.

  • Crosswalk should have great memory management and fast startup times. I'd highly recommend switching to that for Android.

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  • Have you tried r155? We already made a fix aimed at this.

  • It asks Windows to compress the PNG, and it doesn't do the best job. But it doesn't matter because it runs all the PNGs through much better tools on export. The 'Approx download' field is not reliable, it's just a ballpark guess, since it can't anticipate what the export-time compression will result in. If you want to know an accurate figure, export the project!

  • Can't reproduce, added warp effect and it looks fine. Please add specific reproduction steps or a .capx which reproduces the problem when run, and check your graphics card drivers are up to date.

  • Which version of IE are you using? IE10+ supports CORS via the ordinary XMLHttpRequest. I think only IE9 stands to benefit from XDomainRequest (HTML5 games don't run at all in IE8 or earlier). IE9's usage share is pretty low so I'd prefer not to make non-standard hacks to fix a browser which is on the way out.

  • When you import images it convers to PNG-32 to guarantee that editing is lossless. There is no point trying to replace the files in the project yourself - it will recompress everything upon export and get much smaller file sizes. Try exporting with image recompression enabled and it should be as small again - if not, even smaller.

  • This is always a graphics card driver crash, not a Construct 2 crash. Perhaps the latest drivers for your card are still broken. You should report it to nVidia.

  • Closing, please follow the bug report guidelines. You have not provided enough information for us to be able to do anything.