brandesign's Forum Posts

  • 14 posts
  • I have a GeForce 960 GTX and don't have any issues with c2.

  • why do you people use intel xdk anyway? just use visual studio 2015 to build & test your games -> it's way faster to test and you can hook up your device with usb cable and do local testing and so on...

    you can get a free "community" version here:

    https://www.visualstudio.com/en-us/down ... io-vs.aspx

    when you install - you have to install everything! (around 30GB install <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> )

    Ok, it's faster to test and you can hook up your device with usb. But how is it in regards to performance and filesize? I'm not able to make simple android games using intel XDK since it's filesize is +20mb and performance is meh, especially on samsung galaxy devices. Do you know if building it with VS fix these things or am I gonna stumble upon the same issues I have now? Thanks for the find tho! <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • Okej so I got a pretty good answer reading this post:

    Sorry for not finding it sooner. Just posting this to help other peeps comming across the same issue.

    Thanks, thread can be closed.

  • Doesn't matter in this case, if I do Crosswalk or not. Still terrible performance.

  • Tested it on 5 devices(Oneplus 2, Nexus 6, Galaxy s4, 2 x Galaxy s5's) now and it only doesnt work on both the Galaxy s5's. Weird stuff. On 1 s5 the play button doesn't even work to start the game. The other has a fps of 10. Man this sucks...

  • Okej so dropped it to 9 mb by not building it with Crosswalk but just Android. Not sure why one wants to build with crosswalk then in the first place? Everything is working accordingly and I even have a slight performance increase.

  • Hi,

    Recently made my first game which is really simple drag and drop game. The game itself is 7 mb total. But I need the Google Play Services and Admob plugins. (use cranberry's atm) Which makes the game a big 50 mb of space, 7 times as big.

    I believe that my game is a typical "on a busride have 5 minutes to w8/spend" game so I'll install this app quickly for fun. But if it's a whopping 50 mb on a 4g or 3g network the 5 minutes are already over before the download is even finished. Which I think will result in less installs. So my question is "is there a way to reduce the filesize" somehow?

    I've seen that the plugins also install docs and examples and that this has the biggest filesize. But if I remove these Intel XDK gives errors when building.

    Thanks in advance!

  • Jippie, finally got this to work. Indeed uploading it to Google's Play Store and publishing it as an Alpha does the job! Thanks for the support imthep85 and others!

  • I did, still no succes. Do I need to upload it to google as a alpha testing build before it'll work?

    Gonna run through this tutorial, seems to be the most recent:

    https://www.scirra.com/tutorials/4848/h ... alk/page-6

  • Ok so I managed to build it finally. But it's still not showing anything.

  • He Kopa, found this on a Intel xdk page.

    "Because an AdMob application includes a third-party Cordova plugin, it will only run on a real device. You must use the Build tab to create an APK (for Android) or IPA (for iOS) to test your AdMob application. If you attempt to run this app using the Emulate, Test or Debug tabs the AdMob APIs will fail. Apps that utilize Cordova plugins can only be built using the Cordova build targets. Attempting to use the "legacy" build targets will not work."

    Gonna try to build it tonight and see what happens. Ill let you know what my findings are.

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  • Thanks a lot for you're thorough answer, fisholith! I'll have a shot at this!

  • Did you solve this already? Got the same issue.

  • Hello fellow game dev lovers,

    Almost finished with my game just have a issue with my point system, and hope someone would be so kind helping me out with this!

    The game is about the player bouncing all the time. You can press left and right to let it rotate around it's own axis. You get points if you have rotated a full round and landed between an angle of 180 and 0, which gives you the least amount of points. If you land between the angle of 80 and 100 you'll get maximum points.

    Since there isn't a "check if full rotation" on the Rotate behaviour I'm not sure how I can achieve this.

    Thanks in advance people!

  • 14 posts