Mamajuano's Forum Posts

  • > Now on developer app, get this error

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    Hello,

    We have finally discovered why there are issues in relation to physics.

    Cordova exporter uses a different script for physics (empscripten) than the one we inject in Canvas+ ( box2d.js). It is possible to fix it if we don't inject our extensions BUT it is quite probable that this change will affect performance really badly.

    Bad news, but ludei, i can remember that before 5th June update, i have no problem with physics.

    Also tried with old compiler and have no problems.

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  • Now on developer app, get this error

  • I'm sorry, but I can not solve my problem. I want my game to be displayed in the center and on the sides were black stripes. How to do it? If earlier it was mentioned, please specify where.

    Project Settings:

    FullScreen: Letterbox scale

    FullScreen Quality: High Quality

    Use high dpi: Yes

    Orientation: Landscape

    Enable Web GL: ON

    Sampling: Linear

    Export with Cordova option

    Delete Config.xml file

    Copy everything to zip

    Upload to Cocoon.io

    Using canvas+

    Using plugins: whitelist and canvasplus.android

    Android

    Try to set "Unbounded scrolling" to "yes" on layout properties.

  • > Im still getting black screen. Without physics behaviour runs ok.

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    > Here are the files

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    > Source zip: https://www.dropbox.com/s/bls08z9hrh6t3ia/source.zip?dl=0

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    > Apk: https://www.dropbox.com/s/el4goc6uzyc5dkz/android-armv7-debug.apk?dl=0

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    Have you sent your feedback through the feedback button? I really recommend you to do it because here I am just one and there they are many and all the developers will receive the issue.

    Yes, i've used the feedback to report the bug the past week. Your team knows the bug?

  • for me after adding res folder the black screen bug got sort out

    https://github.com/CocoonIO/cocoon-template-phaser

    tried adding res folder and editing config.xml to add icons but no luck. The problem is physics behaviour.

    The developer app says this:

    (the image posted few posts back)

  • Im still getting black screen. Without physics behaviour runs ok.

    Here are the files

    Source zip: https://www.dropbox.com/s/bls08z9hrh6t3ia/source.zip?dl=0

    Apk: https://www.dropbox.com/s/el4goc6uzyc5dkz/android-armv7-debug.apk?dl=0

  • ludei have you noticed the problem with physics?

  • Ive found the problem with black screen after cocoon logo. The physics. Any object with physics in the project causes the problem.

    I tried with a totally new empty project with a single sprite with physics, and the problem is still there. Also tried to switch between Box2D web and Box2D asm.js but nothing.

    Before the update (5 June) the project loads ok.

  • [quote:29bfpa1y]Any progress or ETA on WebGL support? Canvas2D scales correctly, but looks kind of low-rez and grainy.

    We have found that C2 Cordova exporter does not use the correct devicePixelRatio value in Cocoon.io compilations, that's why the game is displayed in the 1/4 of the screen. This can be fixed with a minor change in the following line in c2runtime.js (the change is marked in bold)

    this.isRetina = ((!this.isDomFree || this.isEjecta || this.isCocoonJs) && this.useHighDpi && !this.isAndroidStockBrowser);

    Let us know if your games run in high-res with this change.

    Dont work for me. Still 1/4 size window.

    Another problem that cant indentify is that im getting a black screen after cocoon loading logo in my main project. Before day 5 update the project load and works ok.

    In a simple project test with 5 rotating sprites works ok.

  • Ive spend the last week looking for a solution on this problem, searching threads on this forum, but found nothing clear.

    The problem is with Crosswalk for Android.

    When you turn the high dpi display mode to on, you get very good quality and clarity on the whole project, but the fps decreases a lot

    With high dpi off, the quality descreases a lot (all sprites blurry) but you can execute it on a lot of devices with very good fps.

    The mystery for me is when i try it on a phone with a 1280 x 720 screen, the same size of the project, the quality (and performance) varies with dpi on/off. Should not be the pixel scale 1:1 on the same resolution?

    What exaclty does dpi mode?

    Hmin wrote this

    [quote:2lw7s32m]As mentioned by Mayfly, the image would NOT become blurry if the high DPI is turned on by Contruct2. That is true because, on a high dpi device, the display density is always greater than 1, for example, it is 2.0 on Google Nexus 7, and so window.devicePixelRatio in Crosswalk engine is also set to 2.0. The value of window.devicePixelRatio will be used to draw canvas by C2 runtime if high dpi mode is turned on, to get a more sharp image. In case of high dpi mode is turned off, C2 runtime tries to draw the canvas with the default value 1.0 on a high-dpi screen, as a result, the final image output becomes blurry since the pixels drawn by C2 runtime would be hard-scaled to fit the high-dpi screen dimension.

    The solution for Crosswalk is simple, you can pass --force-device-scale-factor=1.0 command line option to Crosswalk engine in assets/xwalk-command-line. Note the command line file is supported from Crosswalk 6.

    This means that with dpi off renders at half resolution and then fills the screen, and with dpi on renders at native resolution of the device? Why a project with the same resolution of the device the quality change with dpi on/off?

    Anyone tried --force-device-scale-factor=1.0 instead of high dpi on c2? I dont know how to add that command on intel xdk.

    I tested near 50 builds with a lot of combinations, fullscreen quality, downscale, sampling, etc... but cant find a solution.

    The project with dpi off appears to be very unproffesional because of the blurry sprites.

    Are there any other way to get clear and quality without dpi on?

    Thanks for your help!

  • Im testing this too with crosswalk for android, and i noticed that in low quality fullscreen mode get less fps and less quality. I think im doing something wrong.

    The device screen is 1280 x 720, and the project size is 1280 x 720 too. Should not be differences from switching low/high in the same resolution i think. But in another device with 1920 x 1080, the fps drops with low quality too.

    Low quality is supposed to render first in 1280 x 720, and then upscales? And in high quality first scale to 1920 x 1080 and then render? In theory high quality must be slower than low quality, but not happens.

    I dont know if the High Dpi mode on has something to do.

    Sorry for my english and the high low high low high low

  • I have the same problem with performance, but my game is only a test and dont have ads yet.

    Tried to disable internet but no difference. With Crosswalk 7 runs fine.

    And other thing related to the gpu black list. Ive tested the game on a mediatek mt6592 (mali 450 gpu), and runs very very slow. In a motorola motog runs fine, and is a lot less powerfull phone. Isnt the blacklist disabled by default on intel xdk?

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