Knifegrinder's Forum Posts

  • Yes, using it right now.

    Performance is the same, since you're basically doing on your pc the same things you're doing on the cloud through the intel XDK.

    You only have the advantage to not rely on cloud compilers and test the newest features and bugfixes without waiting Intel updates (FYI I tested X-Walk 13 Canary and performance is still terrible compared to X-Walk 7, but that's not a surprise since it's based on the still flawed Chromium 41)

    If you want to build your X-Walk apps with Visual Studio there's a simple tutorial at this link.

    http://www.spritehand.com/2015/01/using-crosswalk-with-visual-studio.html

    Keep in mind that there's currently a bug that prevent the automatic download of cordova plugins from the apache registry, so you have to download and unpack them manually in the project folder (Microsoft claims that the issue has been fixed in CTP 3.1, but didn't work for me).

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  • If you upgraded your devices to lollipop it's "normal". There's a bug that foreclose and restart apps in the background, it should be fixed by google soon.

    https://code.google.com/p/android/issues/detail?id=79729

  • Could this work? Or do the bug occur because there are lots of images in the whole project, regardless of the fact that they are all placed on a layout that is never played? I guess I'll try it anyway.

    Thanks again !

    The second one. The problem occurs when the images are "downloaded" by the chromium engine and isn't related with the number of images in a single layout. Basically there's a problem on how chromium (the browser engine behind crosswalk and google chrome) deals with a large number of local file:// requests.

    This is not a C2 bug and is not resolvable directly through C2.

    I'm testing right now the Base64 encoding solution and seems to work.

    IntelRobert, I think you and the X-Walk team should put some pressure on the chromium team because this is quite a nasty bug.

  • Hi,

    I just finished reading the 59 pages of this thread to be able to resolve my problems. The first one seems to be a known XDK bug, but I will still explain it here.

    My bug seems to be similar to this one : https_://crosswalk-project.org/jira/browse/XWALK-2655 (delete "_" as I'm not able to post links)

    My game runs perfectly while previewing over wifi on Chrome for Android, on my two devices : Samsung Galaxy Young GT-S6310N and Samsung Galaxy Tab3.

    In the emulator of XDK, it works fine.

    When exporting with Crosswalk for Android, then playing the APK on the devices :

    1) On the tablet, I can see the title screen, then it crashes most of the time. I'm back on the menu screen of the tablet, then if I check the running apps, I can still see my app running there. When I click on it, I'm back to the C2's loading screen, which sometimes freezes, or it either crashes the game again, or succeed to launch the game.

    2) On the mobile phone it's the same, except that I'm not sure the game started even once. It crashes nearly always.

    Hi Rable, I definetely think you have encountered the X-Walk bug 2655 while testing on your tablet. However I think the crashes on your Galaxy Young are most likely caused by the weekness of your device.

    Today Xingnan Wang from X-Walk project has updated the issue with this statement:

    [quote:3a24rauw]The bug is a regression of chromium after M37, that could be reproduced on both Content Shell and Crosswalk.

    It only happens when loading large mount of images(300+ images in the case) via file scheme. The allocation of shared memory for caching the url request(file://) will be randomly failed and then result the error of image loading in blink. Continue to root cause.

    I'm trying a workaround encoding all the images in Base64 and embedding them directly in c2runtime.js using the great beufreecasse tool that you can find here: https://www.scirra.com/forum/random-freezes-on-windows-phone-8-device_t80070?start=20

    This will avoid the flood of url requests and hopefully solve the problem until chromium team will fix this bug.

    I'll keep you informed if this is a viable solution.

  • Hi IntelRobert, I just want to inform you and the x-walk team that I'm having this issue too:

    https://crosswalk-project.org/jira/browse/XWALK-2655

    When I launch the app packed with the online build service sometimes it starts correctly, sometimes throws a bunch of errors on the console and crashes.

    The issue seems to be completely random. The game works flawlessly with X-Walk 7 and below.

    Here's the logcat at the crash moment. There's a GC message just before the chromium errors suggesting a memory issue but I didn't add any new asset recently.

    This issue appears on both my test devices: Samsung Galaxy S4 Mini and Nexus 4.

  • Knifegrinder

    Are you saying that if I just update the URL in the XDK it is going to work again?

    Yes. Arne's plugin works correctly.

  • Ok...

    Arne, good news!

    I stripped my banner code. Your interstitial plugin is working and my app doesn't crash anymore.

    Now I'm curious to see what's happened to my banner implementation since I haven't changed anything and it worked before the URL change.

  • Maybe just a name change, try this one: https://github.com/googleadmob/admob-phonegap

    Nope, this new repo crashes may phone...

    08-19 20:55:48.959 30643-30643/? E/AndroidRuntime﹕ FATAL EXCEPTION: main

    java.lang.NullPointerException

    at com.admob.cordova.plugin.AdmobAdPlugin$3.run(AdmobAdPlugin.java:134)

    at android.os.Handler.handleCallback(Handler.java:725)

    at android.os.Handler.dispatchMessage(Handler.java:92)

    at android.os.Looper.loop(Looper.java:137)

    at android.app.ActivityThread.main(ActivityThread.java:5306)

    at java.lang.reflect.Method.invokeNative(Native Method)

    at java.lang.reflect.Method.invoke(Method.java:511)

    at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1102)

    at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:869)

    at dalvik.system.NativeStart.main(Native Method)

    I'm trying some other plugins calling their functions with the browser object but nothing has been successful till now.

  • Hi, is there a problem with the repo or something?

    My project was compiling fine this morning when suddenly the XDK gives me this:

    Error: Plugin failed to install: Admob com.admob.admobplugin (https://github.com/gooogleadmob/phonegap-admob-plugin/)

    Yes, the plugin has been removed from github. Just one day after I managed to show banners and interstitials with it... The C2 monetization nightmare continues <img src="{SMILIES_PATH}/icon_e_confused.gif" alt=":?" title="Confused">

  • Nope, nothings with Touch.xxx

    but, work with emulated.

    Do you mean the "emulated gyroscope" values? They're working on your phone?

    If so to obtain your device inclination try to use those expressions:

    alpha = atan (touch.AccelerationXWithG / sqrt(touch.AccelerationYWithG*touch.AccelerationYWithG +touch.AccelerationZWithG*touch.AccelerationZWithG))

    beta = atan (touch.AccelerationYWithG / sqrt(touch.AccelerationXWithG*touch.AccelerationXWithG +touch.AccelerationZWithG*touch.AccelerationZWithG))

    gamma = atan (-touch.accelerationXWithG/touch.AccelerationZWithG)

  • Yes the orientation to beta alpha and gamma...

    i tried on Chrome for Android, and nothing, don't work, some solution or something, maybe fix it with cordova for android idk !

    Hi Souki

    Try to check with chrome this little app: http://testkg.altervista.org/tacc/

    If you can see the second pair of values working your phone is simply missing gyroscope and you cannot use touch.alpha/beta/gamma to retrieve the device inclination. You'll have to use touchaccelerationwithG values and some trigonometry to retrieve it with the accelerometer.

    If you can't see anything working there's probably something wrong between your phone sensors readings and chromium.

  • +1

  • Hi to all Constructor,

    what are the best commands to increase the performance on mobile.....I have a few questions to clarify,:

    I need to move my character simply always on right direction

    - on platform behaviour is better to use the command 'simulate control pressing right' or use 'set vector (X)'?

    (same question for jump action of my player, is better to use 'simulate control pressing jump' or 'set vector (Y)'?

    Either solution is valid.

    - solid behaviour have a strong influence on the performance?

    No

  • The CPU usage is incredibly high even on my desktop machine.

    Probably there's something wrong in your event sheets causing this cpu drain. Can you share your capx?

  • Ragtime

    Sorry but this lags also on android high end devices and a game like this should really run smooth even on an old iphone.

    Here are some tips.

    1) (Most important and probably the real cause of your lags) NEVER use text objects updated every tick with WEBGL turned on. Remove them and let me know if you're gaining some performance.

    2) If you want to test on iOS don't use chrome. Chrome for iOs is a skinned version of safari. Try the CocoonJS launcher instead or an exported ejecta build.

    3) If you're targeting iOs, even if you're using CocoonJS or Ejecta use Canvas2D instead of WebGL. I've never seen a game run better with WebGL turned on on iOs. The situation will revert only when iOs8 will be out since this update will contain (finally) a proper native WebGL support and a modern JS interpreter.