3division's Forum Posts

  • I finally made it work. Someone in Ludei forums told me that version 7 of JAVA SDK wasn�t properly working with Android. And I was making the signing with the 7u9 version.

    I uninstalled it and go back to the version 6. And the final APK signed worked great on my device.

    Later on a few other people wrote on the post telling that they were having the same problem and this solved it. So I post this here too to take this into account.

    Thanks!

  • I made a major optimization in sprites and sounds but it didn?t improve anything.

    I?m counting 5 to 8 FPS on screen in the Android phone. And in PC its giving me 60.

    It?s a really simple game, pretty much like the space blaster on the C2 example.

    ...

    Is it possible to share the Capx project privately with someone in scirra to give it a quick check?.

    Thanks.

  • Great thanks!!

  • Yes, I already tried all of this. I even change the hole project name and builds. I generated a new key and re-sign the new apk so it will count as a hole new app. But with same results.

    self-signed - wont install

    cocoon-debug-signed - works.

  • I want to test the actual FPS of the game in my Android phone so I need to put an on-screen FPS counter.

    Anyone knows how to do this?.

    Thanks.

  • Noup. I tried making a hole new key certificate, I deleted the project from cocoonJS cloud compilation and started again with a new name.

    I also changed the name and description in C2 project.

    I re-exported, built everything again and Signed with the new key again as a hole new app.

    The process goes through as expected. I end up with a signed and "zipaligned" Apk file.

    But it wont install on the phone. It just says "the application did not install".

    And the "Debug-signed" that cocoonjs provides, still works on the phone.

    I?m running out of ideas. Did someone got through something like this?.

    Thanks!!

  • Thanks. Where can I find this CSS file?. I?m working with android and Cocoonjs.

    The only editable file I see is the C2runtime.js

  • Hi guys, I?m trying to customize the default html5 loading screen and I wonder if its possible to change the default black color to something else.

    I?ve been searching the forum topics and I didn?t found anything related to this.

  • I tried several times and with different builds of cocoonJS. The debug-signed apk, works every time. But the Release-unsigned, that I sign, using your tutorial step by step. Wont install. I can?t figure out what I am doing wrong. Every step of your tutorial comes out well. And after that I run a (jarsigner -verify -verbose -certs my_application.apk) and it says that it is actually signed and everything ok.

    I run a (jarsigner -verify -verbose -certs my_application.apk) over the cocoonJS debug-signed apk, to see if there was any difference, and it says the same thing. So I don?t know what could possibly be wrong here.

    Maybe JAVA versions?.

  • I discovered that the problem is on the load of the game. It?s like is loading everything to memory or something. After 1min if you let the game charge, you will be able to play it with good performance and almost no problems.

    Could this be related to sound & music?. Audio compression, format, quality etc. ?

  • Hi, I followed the step by step and the Final 001.apk release version gets generated with no problems. But when I move the apk file to my phone and execute it, after a few seconds of progress bar, the phone says "The application didn?t get installed".

    Note that the same APK that gives you the cocoonjs cloud system under "debug_signed" does get installed and I could test it with no problems.

    Does anyone knows something about this?.

    Thanks.

    Great tutorial though, I didn?t have a clue with this process until I found this!!, much more helpful than the official google documentation!.

    <img src="smileys/smiley2.gif" border="0" align="middle" />

  • No, for the moment I?ve tried in three devices. One is old, first version of Android and it didn?t even run.

    Then I tested in Motorola Defy. Android 2.1 slow performance.

    Samsung Galaxy Ace. Android 2.3 a little faster.

    I know that these are already old devices, but my goal is to make it run in an acceptable framerate for these devices to make a wide compatible product.

    I?m thinking on buying a new Galaxy S3 to see how it goes in a new device.

    Using CocoonJs cloud compilation system.

  • Well this could be one major thing. Most of my enemies have Sine behavior in different configurations and at some point they come in hordes so I?m spawning like 15 to 20 objects with this behavior.

    I?ll try to reduce the usage of it and test again. Thanks for the advise.

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  • Hi! Thanks, yes I?ve followed this tips like a checklist.

    The game is a set of mini-games tied up on a unifying theme.

    There is one "smasher", one like top down space shooter, and a puzzle.

    Im not using physics, particles, or effects.

    Not using layers blend modes, only 2 to 3 layers per layout and only 12 layouts.

    The only behaviors I use are: Sine, bullet, fade, rotate, drag&drop.

  • I?m having performance problems too. I?m using cocoonjs for android, all of the rest are just too slow to even work.

    The thing is that with each layout I add the game gets heavier and heavier. Is there anyway to manage the memory usage so it only loads what it needs at that moment or something like that?.

    I?m having 12 layouts at the moment including all the menu. And I never use more than 3 layers. I really think this game can?t be smaller but still it runs at 10FPS.

    All art sprites were done in PNG24 to get good quality alpha, and backgrounds are at 50%JPG.

    The overall resolution is 480x800.