Ashley's Forum Posts

  • Android devices cover all manner of pixel ratios. Just a handful of devices in our office cover 1.0, 1.3, 1.5, 2.0, 2.24, and 3.0. Surely you're not going to create different artwork for every possible value? I'd recommend just designing for the highest resolution you want and let C2 scale it.

  • The handful of devices in our office have pixel ratios of 1.0, 1.3, 1.5, 2.0, 2.24, and 3. Any pixel ratio value is possible, and on Android you get a really wide selection. In light of this I don't think it makes any sense at all to try and target one particular pixel ratio.

  • Changing the URL of the iframe, or removing the iframe entirely, will remove all the memory the game uses. Since Javascript is a garbage-collected language it's possible it doesn't all disappear immediately. You might need to wait for it to get cleaned up.

  • Removing the canvas element doesn't remove all the memory allocations made by the game engine in Javascript. It's designed to be used in an iframe, there's no good way to clean up the whole engine otherwise.

  • You could also use 'Pick Nth'. 'Pick instance 0' will pick the first instance involved in the collision, and 'Pick instance 1' will pick the second.

  • The manual that ships with Construct 2 is up-to-date. I think the OP is talking about the 'Download manual' link on the manual site. I'll look in to getting that updated, it's probably just an oversight.

  • Oh, and IntelRobert - are the Chromium assets compressed in Crosswalk? I know for Windows you can get special executable packers which basically compress the contents of an EXE and then decompress it and run it on startup. It can make the startup time take longer, but done right it should only need to be done once on first run and could save several MB of space.

  • Personally I think the filesize is a tradeoff worth making. It's the same deal as node-webkit really: there is additional file size, but you get a full feature-complete high-performance modern browser engine to run your game. If you really want to you can still use CocoonJS, but then you will have to deal with its various problems and unsupported features.

    The Google Play filesize limit does make the space you've got for your game assets tighter, but then hopefully we can solve that with a remote loader.

    In the long-term future, Google are moving towards a Chromium-powered webview built-in to Android. This would allow the best of both worlds: no size overhead, and a great browser engine. However it's a way off being as useful as Crosswalk is right now - the webview in KitKat is missing WebGL, Web Audio, and even hardware acceleration (!), plus updates are still tied to the OS version (so the version of Chromium could get out of date). Google have plans to fix all of that, and it is on the horizon, but it's likely to be years before a version of Android with all that has wide market share. Until then Crosswalk is the best engine we're going to get for Android native apps.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Is it the same across all browsers? Which browsers have you tried?

    It may be that your graphics card is known to have security/stability issues, and has reverted to software rendering, so it's not even using the graphics card. In Chrome you can go to chrome://gpu to check what the status of hardware acceleration is.

    Also, if you are making a minimal test project, note that if nothing moves or changes then the screen is not redrawn. So you will artificially get 60 FPS because it's not actually rendering anything. As soon as things start moving/changing, it will be rendering the screen and you'll get a real framerate measurement.

    If you share your .capx we can take a look and try it on our own systems. On a high end desktop it should be possible to get thousands of objects on-screen at once.

  • I wouldn't use crop mode. It's not really that useful, since it leaves you to solve problems like this by yourself. If you use one of the other fullscreen modes, everything gets scaled for you.

  • 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.