Rable's Recent Forum Activity

  • volkiller730

    Thanks for the tips ! I'll search the forum to see if I can find something, and will minify the script for sure !

    Edit :

    Ashley posted in the following link (september 25th 2014) that Intel was working on implementing the expansion files to XDK.

    (see link by TiAm below)

    Any news about that?

  • Hi TiAm and volkiller730, and thanks for the answers.

    volkiller730

    Yes, I sure updated to the new beta, but it doesn't change much, as the former "Android" export already exported only .ogg files.

    I didn't minify the script because I'm using 's Phonegap IAP plugin, for IAP in the game, and (unless there is something new) it requires not to minify the script.

    I also already optimised all images' size in order to reduce the image number as much as possible (back when there was the number of image bug in XDK), I used ImageOptim to reduce the file of all exports, and I sure put into the .jpg format all the images in which I don't need alpha channel.

    TiAm

    The current size of the image folder is 38 Mb. The media folder is 8,35 Mb but it features 128 Kb/s audio for music. The reason is that as I have orchestral music I'd like them to sound good. But if I really can't use the APK extension package, I'll sure reimport the whole thing 96 Kb/s which should make me gain about... 1,5 Mb... Still 18,5 Mb to grind !

    Do someone knows if App expansion files are usable with any of C2's exporters (preferably XDK)? Maybe IntelRobert has a clue ?

    If it isn't the case, I'll be down with TiAm's solution of schrinking graphics... :-/

  • Hi,

    I'm currently struggling to get my finished project onto Google Play / Apple Store. After exporting the project and optimizing images, the game's size is about 55Mb.

    • With Intel XDK, I need to add about 15Mb for Chromium which gives an APK of about 70 Mb, the limit of google play being 50 Mb... Using Android export in XDK without Crosswalk seem to be a bad idea, as I need WebGL a lot (the app is graphically heavy). So the only solution I can think of is App Expansion Files. Is it possible to use this feature with an APK created with Intel XDK ?
    • Phonegap Build is limited to 40Mb, so I'm not better here. I've been told to try to build offline, but as this is not yet supported by C2, I think it will be hard for me. Furthermore I have no idea if this offline Phonegap build supports IAP and Ads, both of which my game uses.
    • I had many bugs with CocoonJS a few month ago, so I don't think I will use it. But maybe the last CocoonJS Webview/Webview+ is more reliable ? Is it a different product? This is still unclear for me.

    I'm really used to, and have good results with Intel XDK, so I hope to be able to continue working with it... If possible !

    Which exporter would you advice me to use for such a "big" project? Any solution / workaround in order to get my game on Google Play / App Store without having to (massively) delete content ?

    Thanks !

  • Hi,

    I'm really happy with XDK up to now, so I guess I'll use it for both Android and iOS exports.

    My game project is now finished, and I tried to import it into my Google Play account. Then the following problem occured : APK files may not be more than 50Mb. My game (exported with XDK) is about 80Mb for one version (there are two : ARM, x86).

    Google is asking me to use APK extension files, but I have no idea if this is possible with a project exported with Intel XDK. Is there a way to do it, or is it a workaround ?

    Or are the projects exported with XDK for Android limited to aound 34Mb (+ Chrome)?

  • Crosswalk 9 has the patches for the cordova vulnerability. It also has the fix for having too many images problem, which you were seeing on crosswalk 8,

    IntelRobert

    Can I have as many images as I want in my project now? I just tested my project (which has 249 images) on a Samsung Galaxy Tab 3 (7") and after 15 minutes or so, the game crashed (repeatedly).

    It seems pretty similar to the bug I had in the previous XDK version, when I had too many images. I've build with beta version, not stable.

    I'm also still experiencing a very long black screen between my splash screen and the HTML5 loader bar. Any idea how I can get rid of it?

    Thanks !

  • So !

    I did the following :

    1) Remove the music form the sound Folder and put it back in music.

    2) Put "Preload sounds" to no

    3) Put "use loader layout" to "no" and put my title screen as the first layout (instead of the loader layout)

    4) Build using XDK Beta version instead of stable

    And I didn't notice much amelioration...

    Loading the game for the first time I had :

    • 6 seconds black screen
    • Splash screen during 2 seconds
    • 30 seconds black screen
    • 3 seconds default loading bar

    When starting the game again I had :

    • 2 seconds splash screen
    • 22 seconds black screen

    My game is still crashing, but I'm now able to play 5/6 level before it crashes.

    I'm unable to use the inspect tab of google at the moment, but I doubt there is any connection going on. My game doesn't ask such things and I'm using mostly default options in XDK.

  • I tried this morning to set "preload sounds" to "no", and it doesn't quite fix the thing. It's maybe a bit better though, but I still have the long black screen.

    6bruno6

    Thanks for the tip. I never tried setting "loader layout" to "no" up to now, but my loader layout is quite light : one animated sprite with the loading bar on a white screen. I hardly see how it could take many time to load, but I'll try it anyway.

    j0schi

    Indeed, I load the music of my title screen as a sound, in order to be able to preload it, and launch it as soon as the title screen is visible. I was hoping that it would load during the loader layout, but I'll try to put it back to the music folder.

    I'll post the results of my tests here, and share any improvements on the loading times.

    Thanks !

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  • Thanks a lot, Ashley and Aphrodite.

    Seems like the problems have or will have a solution, which is reassuring.

    1) I'll dig deeper into this offline Phonegap build. Glad there is a workaround.

    2) I builded the project yesterday evening and the APK was still crashing. But it's true it was through "stable" XDK and I didn't look for the Crosswalk version. I'll check these.

    3) Indeed, I have audio preloading activated, I'll try switching it off. But aren't the sounds preloaded during the preload screen? If not, setting the preload option to "No" and preloading the sounds manually during the loading screen could do the job, right?

  • Hi Everyone,

    In the last few weeks, I tried very hard to export my project to both Android and iOS with very mitigated success. I've encountered many problems that I didn't see referenced anywhere on this site/forum. Some of them are really hard to deal with, and most of them are probably due to the size of my project.

    However I never heard anyone saying that it could be problematic to export big projects with Construct 2. Well, from what I've experimented so far, it is. Here are the main problems :

    1) Phonegap Build upload is limited to 40 Mb maximum zip files. This is not referenced in the official "How to export to mobile with Phonegap" tutorial. When I first encountered this problem, my project was already 50Mb heavy, and far from being finished. Now after 2 weeks of optimizations I'm under the 40Mb limit, but I still have to add graphics in my game, so the struggle is not over. Is there any workaround with this issue?

    2) At the moment, an Intel XDK bug makes Crosswalk export on Android bug if they contain more than 250 images... Well... 250 images is what some people on the project told here :

    (remove the _ in the link)

    https_://crosswalk-project.org/jira/browse/XWALK-2655 (delete "_" as I'm not able to post links)

    But at the moment I reduced the number of image in my project from 270 to less than 220, and the bug is still here. What I call "the bug" is the app crashing as soon as the game begin, so it can't be published. I know from IntelRobert that the staff is actively working on this problem, but if it's not fixed very soon I will be unable to publish to android via XDK.

    3) The loading time of th APK of my project exported with XDK/Crosswalk is also very problematic. Here is how my game launches :

    • My custom splash screen for about 2 seconds.
    • A completely black screen for about 30 seconds ! (most users will be gone)
    • The Construct 2 default loading screen (little blue bar) for about 5/10 seconds
    • THEN, finally, my (very light) customized loading screen for about 2 seconds (!!!!!!!)

    This loading time seems to repeat itself each time I start the APK, not only the first time.

    For reference, the Android export has been tested on a Samsung Galaxy Tab 3, 7"

    Thanks in advance for any help/comment/advice !

  • Hi,

    I'm encoutering big performance problem in my game project, and I guess this thread covers the reason why. As my game has much different needs than what is discussed here, I'll drop a few lines to explain it, as it may be useful.

    My (mobile) game basically resumes itself to "touching a sprite makes this sprite spawn another object (which is animated) and modifies its instance variables". Pretty simple, but I'm using lots of sprites, which are pretty big, and uses a lot of opacity (full range from 0% to 100%, sqiddster said it was very GPU demanding). There are no moving sprites, no collision, no effects, and the fastest animation plays at 10 frames per second. So basically a FPS of 10 could be enough for me.

    But when I touch an object multiple times quickly when performance is low (it is always low on rather slow devices), each animation is delayed. The result is that if I touch 10 times quickly, then I have to wait sometimes 3 seconds or more for every animations to be finished, and of course instance variables modification only happens when the corresponding animation starts playing, which ruins my gameplay.

    On slow devices, FPS may drop below 20.

    Is there anything I can do besides removing graphics (unthinkable)?

  • Hi everyone,

    I'm encountering a problem with Phonegap export : When I click the "Upload a .zip file" button in PhoneGap Build, I can then select the zip file I just created (from all the files in the exported folder), then I'm back at the previous screen and... nothing happens. Just like I clicked the cancel button...

    I tried it two times with small, test projects, and it's working fine. Is there any reason why my big project (47Mb) would not upload to PhoneGap while small ones do?

    Thanks for your help !

    EDIT : After the upload failed, if I click on "private", it shows the following message : "File is too large. File must be less than 40 MB. "

    Any idea if it is possible to upload files that are less than 40Mb size?

    As I plan to use Phonegap only for iOS 8, are there ways to reduce the exported file's size, such as removing either the .OGG or the .M4A sounds?

    Thanks for your help !

  • Hi everyone,

    My game basically resumes itself to "touching a sprite makes this sprite spawn another object (which is animated) and modifies its instance variables". Pretty simple, but I'm using lots of sprites, so performance is not always very good. I can live with that but my main problem is that when I touch an object multiple times quickly when performance is low, each animation is delayed and performs just like a moving object without dt.

    The result is that if I touch 10 times quickly, then I have to wait sometimes 3 seconds or more for every animations to be finished, and of course instance variables modification only happens when the corresponding animation starts playing, which ruins my gameplay. What I would like to do is that when performance is low, every animation that has been triggered plays as soons as possible, even if it means 5 or more animations playing together.

    I tried to add dt in the "speed" animation property of my spawned object, but it doesn't work... It can only contain numbers.

    To be more complete, when clicking on an object, another "main" object also play an animation and a very short (0.05 second) "wait" action triggers before the touch could be perform again. But "wait" actions already have dt included, right?

    Any idea how I could resolve this problem?

    Thanks !

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