IntelRobert's Forum Posts

  • RenatoB

    We need your help to track down the problem with splash screens. To test it, I made 2 different splash screens for landscape and portrait and verified that it brings up the proper splash screen for each orientation. This was for the XHDPI splash screens: 720x1280. I am guessing that you are seeing the problem on HDPI or some other resolution, but I can't test that without a phone. Is there a way you can do the same experiment with your phone so we will know which resolution has the problem?

  • Sorry for not responding. The quickest thing to do is to use the XDK debug feature which is described here:

    https://software.intel.com/en-us/html5/xdkdocs#496098

    This will pop up chrome dev tools and you can view the javascript console.

    Another step is to install the android SDK and then use the monitor: http://developer.android.com/tools/help/monitor.html

  • XDK has to be changed to support disabling the blacklist. I am waiting to hear how long it will take.

  • You can revert to an older version of crosswalk by selecting stable Crosswalk 4.32.76.6 instead of beta Crosswalk 5.34.104.2 at the bottom of the details page in XDK. If you have seen a performance regression then yongsheng might be able to help, but you will need to help him reproduce the problem.

    i was getting 60 fps with the xdk version 505 and the stable crosswalk build. After updating to 714 today, my framerate and performance took a major hit. Every build they come out with, makes my game run even worse...

  • Crosswalk 5 has gone to beta and we have updated the XDK.

    Stable: Crosswalk 4.32.76.6 on Cordova 3.3.0

    Beta: Crosswalk 5.34.104.2 on Cordova 3.3.0

    Previously, stable was crosswalk 3, and beta was crosswalk 4. If you want to stay with crosswalk 4, then you need to change the build to stable in the details page in XDK. Note that the build service is hosted in the cloud, so XDK versions (714 is latest) does not affect which crosswalk version you get.

    See https://crosswalk-project.org/#wiki/Crosswalk-5-release-notes for release notes. I have updated the player apps at https://drive.google.com/folderview?id=0BzXhriJJl3U2dlJ6aWM3bS01YWc&usp=sharing

  • We changed the version code to make it possible for people to publish both arm & X86 APK's to the store. You can read more about it here.

    http://software.intel.com/en-us/blogs/2012/11/12/how-to-publish-your-apps-on-google-play-for-x86-based-android-devices-using

  • : I haven't been able to reproduce the problem. If you have android sdk installed, you can use the aapt utility to inspect the version code. Here is the result of building twice:

    rscohn1@RSCOHN1-MOBL ~/Downloads
    $ aapt dump badging mutemusic.android.crosswalk.arm.20140313184926.apk | grep version
    package: name='com.rcintel.mutemusic' versionCode='20012' versionName='1.0'
    
    rscohn1gca@RSCOHN1-MOBL ~/Downloads
    $ aapt dump badging mutemusic.android.crosswalk.arm.20140313194529.apk | grep version
    package: name='com.rcintel.mutemusic' versionCode='20013' versionName='1.0'[/code:1wo6z0a7]
    
    rscohn1gca@RSCOHN1-MOBL ~/Downloads
  • ALI3D69

    Even though chrome won't use webgl on your phone, your game will work on a wide variety of phones so it is possible to publish it. Try it on a friend's phone. If there was a way to disable the blacklist, it may work on your phone, but your game will crash on other phones and your game will get low ratings.

    You can read more about it here: http://blog.tojicode.com/2013/11/the-state-of-webgl-on-chrome-aka-why.html It shows how to check the webgl support in chrome. It also describes how to disable the blacklist, but this method will only work on chrome browser, not crosswalk.

  • and dankhan

    Let me know if you continue to have problems. I built several examples with beta 4.32.76.5 and tried on nexus 4 & nexus s and everything is working for me.

    is right, xdk signs and zipaligns the apk. You just need to submit to store.

  • ALI3D69

    Can you check if chrome for android supports webgl on your phone by running your game in the browser? Chrome has a blacklist for devices where they think there are driver bugs that can make the app or device crash. Previously, crosswalk ignored the blacklist and used webgl on devices that chrome would not. It works sometime, but also causes crashes. The .4 crosswalk enabled blacklisting and is probably why it won't use webgl anymore.

    new version support webgl? when it will be fixe?

    in last update webgl didnt work in my phone! ther is always one problem!!!

  • & dankhan : There is a bug we are fixing.

    Here is the workaround. Go to the build tab and select ARM, then 'go to next step' at the bottom. Then 'close build page' at the top left. Then open up the build again. At the bottom of the details page, you will see beta and stable choices. This only needs to be repeated if you create a new project.

    dankhan - it is strange, because sometimes that happens to me. Sometimes the code base is there to choose and sometimes it is not.

  • Build system has been updated to crosswalk 4.32.76.5 (labeled canary or beta). This fixes all the audio problems that I have seen. Volume controls work, volume is loud, both for webaudio and audio tag. Let us know if you continue to see audio problems.

    You don't need to update XDK, just close and reopen the build tab.

  • XDK lets you set version name, but not version code. If version code isn't being automatically incremented after very build, there is a bug. I will check on it. You might want to try building again.

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  • russpuppy : Try this to reset everything:

    1) back up C:/Users/<username>/AppData/Local/XDK/global-settings.xdk (copy it some place);

    2) clean-up C:/Users/<username>/AppData/Local/XDK directory completely (remove all its contents);

    3) restore global-settings.xdk (copy it back to the empty XDK directory)

  • : intelxdk apis are not available in crosswalk yet. You can use cordova/phonegap API's

    Try device.uuid

    http://cordova.apache.org/docs/en/3.3.0/cordova_device_device.md.html#Device

    Is there any way to get the device uid through crosswalk with xdk?

    using intel.xdk.device.uuid, returns an error.