Halfgeek's Forum Posts

  • scirra.com/tutorials/809/how-to-export-to-android-with-crosswalk

    I followed that, worked fine the first time. Once you get your project in the build menu and pick all the permissions you would like, save it, close, and relaunch, you will then get an option to build using their stable crosswalk (gold) or beta (canary). I went with canary to minimize the sound bugs (still present on some devices, but better).

  • Also bug with Nexus 7, sound/music randomly don't work through the tablet's speakers, requires headphones to hear.. and device volume controls do not work.

  • Once you call in a banner Ad via CocoonJS you cannot hide it again, every refresh, it pulls a new Ad from the MoPub server and displays it.. even if you tell it to hide, it will display it for 1 frame then hide it.

    This gives you a false CPM rate and if your App start to generate lots of revenue, MoPub will NOT be happy once they try your app and see that behavior.

    Hopefully Crosswalk will support AdMob soon.

  • RandomFellow

    Phucking impressive my man! Makes me want to play it.. I love mechs, love steampunk..

  • CocoonJS is just game-breaking for bigger games, loading everything instead of layout-by-layout means massive ram requirements. Instantly half the market cannot use your game. It also means start load times are long, 30-40s, stuck a the Ludei logo thats blinking like crazy.

    Then the final straw: ridiculous permissions. Lots of users won't install your game if you throw heaps of permissions at them, when you don't even use those features.

    Crosswalk IS better already by far. As soon as they iron out a few small bugs, and add ADMOB support, its going to be awesome!

  • When you build with Crosswalk, make sure you click the 'canary' version in the build dialog.

    You can also select if you want to run your app in full screen, or with the toolbar showing as well.

    Then inside C2, use the Browser Object, and "Lock Orientation" to whichever mode you want.

    Try the above suggestion to lock orientation.

    Also, Crosswalk is amazing, tested my game on a very old phone: HTC Incredible S, weak SoC and 512mb ram and it ran flawless, with perfect screen resizing! Using CocoonJS, it would never load due to low ram.

    Edit: Also something interesting regarding the sound bug, on my ASUS tf700 with Tegra 3, volume control doesn't work, but on HTC devices (One X and Incredible S) it works fine.. sound bug is volume control only applies to music played, not sounds. If you guys at Intel want to chase this bug up: play.google.com/store/search

  • Really fed up with Ludei's lack of support.

    1. Blinking logo

    2. LONG load times.

    3. Too much memory use due to loading everything into vram on startup.

    4. Way too many permissions required, no customization.

    I tried Intel's XDK with Crosswalk and I am very satisfied. Performs the same or smoother, uses HALF the memory, loads 3X faster and can see the loading logo. The only negative so far, lack of volume control, so I had to put in a Mute option. Hopefully it will be fixed in the next Crosswalk in march!

    Re-released via Crosswalk compiler:

    play.google.com/store/search

    Crosswalk is amazing, tested it on a very old phone: HTC Incredible S, weak SoC and 512mb ram and it ran flawless, with perfect screen resizing. Using CocoonJS, it would never load due to low ram.

  • CocoonJS is horrible for handling a bigger game with lots of art, it loads everything at the start into vram which is a nightmare when you have heaps of 256 x 256 animated sprites and larger ojbects. My game with CocoonJS needs 440MB free memory to load!! This means iPhone 4 or less cannot handle it, and a lot of Android devices.

    On Intel Crosswalk/XDK, it drops to ~240MB, still huge but very manageable for a lot more devices.

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  • When multiplayer is fully supported (soon), it should be very do-able.

  • Sound works for my tablet as well as headphones.. but cannot control the volume via the device. Even when you mute the speakers, its playing sounds...

    It seems like a tradeoff, none of the crap from CocoonJS especially ridiculous permissions and terrible loading/vram.. to sound issues.

    Also, is there a way to edit the Version Code (for Google Play) when compiling?

  • Update, I have just compile with the new version and it is an amazing difference. Its running AS fast as CocoonJS (or even FASTER!) AND it doesn't have the stupid flaws that CocoonJS has: Flashing logo, taking forever to load at startup, massive vram usage..

    I have to congratulate Intel for a great effort.

    Now you guys just need to have AdMob support and we're near perfect!

  • Is there an up-to-date guide on publishing using Intel's Crosswalk? Lots of recent changes and additional features or compatibility changes... so hard to keep track of it all.

    Is AdMob supported?

    Lock orientation to landscape possible?

  • cloud.ludei.com/cloud

    Greeted with an empty page.. no news or twitter about it..

    As a side-effect, Ads ingame with CocoonJS server down = no Ads shown.

    Edit: its back again..

  • Great job on the art, creepy cute style!

  • Most Android devices are 16:9 or 16:10 resolution scale, do not make your game around 4:3, thats only useful for iPads.