hmin's Forum Posts

  • Hi, tumira

    The GL version information showed when uploading APK is not relevant to the version adopted by Crosswalk internals. It is an filtering attribute openGlEsVersion specified in AndroidManifest.xml. You can find out more details about filters from <Filters on Google Play>. You can examine if openGlEsVersion has a correct value for Crosswalk app.

    In addition, Crosswalk internals is built on top of GLES2.0, GLES3.0 support is still under the development.

    IntelRobert

    While migrating my games from CocoonJS to Crosswalks, I noticed that CocoonJS is using OpenGL2+ and Crosswalks is using only OpenGL1+ (in the information dialog while uploading APK) ?

    I thought that WebGL 1 is OpenGL2.0ES and the new upcoming WebGL2 is OpenGL3.0ES but why is it Crosswalks build is only OpenGL1+ ?

    I'm using stable version.

    Thanks

  • Hello everyone,

    I have attempted to use Google analytics I used this plugin: ... cs-plugin/

    And it works if I am using the intel XDK emulator, I can see all the data and interactions I have with the app. However, if I make the app a crosswalk app, Google Analytics stops working completely.

    Has anyone else experienced this before?

    Is there any remedy to this issue?

    If not, I think I will have to get 100+ monkeys with type writers to figure this one out...

    Did you try to debug your app via remote debugging feature, aka. Chrome DevTools? You would get some error message from the debugging console.

    Or, you can try to run 'adb logcat | grep CONSOLE' to see what is the output message.

  • Cordova plugins are working on crosswalk or just in cordova build? If someone can answer, would be awesome.

    Cordova plugins are supported by cordova build of Crosswalk. The Cordova Build of Crosswalk is a variant of Crosswalk which integrates Cordova plugins seamlessly. Anyone who uses Intel XDK to build app is actually working with Cordova Build of Crosswalk.

  • Another question, what is the minimum required api level (sdk) for a crosswalk project, 14?

    Yes, I think so since Crosswalk supports Android 4.0 or later device very well.

  • So the problem you meet is, the touch/device orientation can not work on the real device, but it works on the emulator, right? If so, could you please double-check if the device orientation sensor works in Chrome for Android?

    Hello, i tried to use Touch Orientation and i can't do it work when i use CROSSWALK on XDK, but in the emulator (of XDK) run it well.

  • Are you saying the integration with Corodva AdMob plugin? IntelRobert

    >

    > Great. For immersive mode fullscreen, we already have the solution to fix, maybe it will be XDK next update, and we will push it to the public as soon as possible. I am sorry to say you still need to wait for a while.

    >

    Does we have a updates list? i need to see if we will have admob integration also control over keys..

  • hmin It works, I recently retested it again on High DPI mode with the latest Xwalk/XDK beta compiler. The WebGL effects work really well. Now just waiting for Intel to update XDK with IAPs. Also since you're here, any news on Immersive Mode (100% fullscreen, removing the home buttons) support?

    Great. For immersive mode fullscreen, we already have the solution to fix, maybe it will be XDK next update, and we will push it to the public as soon as possible. I am sorry to say you still need to wait for a while.

  • Hi, I am not sure if it is easy for you to make your app be aware of high dpi screen as following:

    <style>
     #theCanvas {
        width: 50%;
        height: 50%;
    }
    <style>
    <canvas id="theCanvas"></canvas>
    <script>
    window.onload = main();
     
    function main() {
      var canvas = document.getElementById("theCanvas");
      var devicePixelRatio = window.devicePixelRatio || 1;
     
      // set the size of the drawingBuffer based on the size it's displayed.
      canvas.width = canvas.clientWidth * devicePixelRatio;
      canvas.height = canvas.clientHeight * devicePixelRatio;
     
      var gl = canvas.getContext("webgl");
      ...
    }
    </script>
    [/code:epenkmp4]
    
    According to my some tests, it can address most of webgl resolution related issues on a high dpi mode. Could you please have a try?
    
    
    

    >

    > >

    > > I've just tested with High DPI in C2 and compiled with Intel XDK using the canary beta option. It broke my WebGL effect "Glass" (from C2's default effects), it works fine with High DPI is set to No in C2. Quite strange.

    > >

    > > All it is is a 128 x 128 white sprite with Glass effect, set to grow by 20 pixels height and width every frame.

    > >

    > >

    >

    >

    Hi hmin, its been awhile, have you guys ever got the WebGL effect "Glass" to work on IntelXDK/Xwalk? Obviously has to run in WebGL mode for acceleration and not with it off.

  • hmin

    We have been waiting for a few months to release our game until it has support for ad options for crosswalk. If we use the ad wrapper method below, it requires us to re-sign the APK after putting it through the wrapper. If we went with this method, would we be able to switch to the crosswalk native ads when they come out?

    bscarl88, I am curious about the fact your mentioned that APK re-signing is relevant to the API usage model. As I know, the ads API in Crosswalk would leverage the existing 3rd cordova plugin as possible as it can.

  • hmin

    Also, how to I put both x86 version and ARM on google play?

    The two APK files inside the ZIP are named as follows:

    1. YourAppName.android.crosswalk.x86.timestamp.apk, e.g., CrosswalkExampleApp.android.crosswalk.x86.20140418132640.apk

    2. YourAppName.android.crosswalk.arm.timestamp.apk , e.g., CrosswalkExampleApp.android.crosswalk.arm.20140418132745.apk

    This Google Play Store* Submission Process document will walk you through the process of submitting multiple APKs to the Google Play Store for distribution under a single application listing. By following this procedure you insure that your Crosswalk application is available to the widest consumer audience. The store will automatically provide the appropriate architecture file with no special intervention on the part of your customer.

    EDIT: Since I have no right to paste URL here to link a PDF documentation about how to submit multiple apks to Google play store. You can google it with keyword "intel multiple apk submission".

  • ALI3D69, XDK build integrated with Crosswalk variant is a complicated system, including lots of dependencies. We are working on it and make it ready as soon as possible. I think IntelRobert may share more details to you.

  • Kronar, sorry for late reply.

    * Does this mean that any device with any audio driver issues will crash when trying to play any sound effect?

    Yes, if the sound effect exactly triggers the driver bug.

    * Is there any work around to this problem?

    Since it is a hardware issue, the only workaround is not to use that sound effect.

  • Hello hmin,

    I am using the latest XDK compiler BETA Crosswalk 6.35.131.6 on Cordova 3.4.0 and the latest Construct 2. When running the APK on an Alcatel Fierce One phone I get a crash. The crash happens when the game tries to play any sound effect. Streaming music works fine on this phone but as soon as any sound effect plays the game crashes and exits immediately. If I do not play sound effects the games runs fine. The exact same build runs perfectly fine on a Samsung Galaxy 4 and plays sound effects fine.

    I do not have an extensive Android handset collection on hand but this crash worries me as to how many other phones this will be a problem with. Do you guys run unit tests on many handsets with XDK/Crosswalk?

    I think it is a bug in the native audio library installed on your device, since the audio in web depends on the capability of the hosting device. You can try to load your app in Chrome for Android, and see if it also crashes.

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  • Thanks for clearing that up for me, hmin ! Unfortunately I get the "AttributeError: 'module' object has no attribute 'maxint' " error and make_apk.py doesnt work. I have no idea what the problem is, my setup/paths seem to be alright and I followed the instructions in the documentation step by step.

    Anyways, thanks again and I'm looking forward to future updates!

    Could you please paste the whole error message to here, including the callstack printed by python? Thanks.

  • hmin

    Another question, is when could we see push notifications by using Crosswalk? That show up on the users toolbar

    Do you have a try to a 3rd party phonegap plugin for push notification? see github.com/phonegap-build/PushPlugin