sivricmarijan's Forum Posts

  • > ...but I'm fine with that.

    >

    First, i wouldn't add tablets to the list of available devices if the game does not play well. IMO it looks amateurish.

    Second, if you're fine with that, then...okay.

    1. Would you then publish the game for smartphones only?

    2. Instead of having a black bars, I can add some kind of background. Do you suggest that? Although, I don't understand why would I do it because my game doesn't have a background...it does, but it's simply white

  • I did go through the links you posted...I did it a few times, but I'm not sure where to go next and my game is almost complete, so I want to avoid too many changes. The problem is that both of these articles suggest a game with 3:2 aspect ratio for a safe zone. But I can't find any newer Android device with this aspect ratio. My game has 1280x720 resolution (16:9 aspect ratio) and a letterbox scale and I tried it on at least 10 devices (phones and tablets) and it works fine. Only on tablets it has these black edges but I'm fine with that.

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  • But if I target 3:2 aspect ratio, my game should work an almost all devices, but a user will see black bars around my game if device aspect ratio is different. Am I right?

  • So I assume that I have to choose smaller aspect ratio and the rest of the screen will be black?

  • I have found many articles regarding this issue but do I really have to do all these things or there is a perfect aspect ratio that could somehow work on most of the devices? Which resolution/aspect ratio is the best?

    My game has a fixed layout and white background. The objects are bouncing of the layout "walls" (end of the layout) and I'm not sure what will my game look like on different devices.

    I assume that if my aspect ratio is larger than the one on the device, my objects will sometimes go off screen (dissapear). If my aspect ratio is smaller that the one on the device, the black screen will appear around my white layout. Am I right?

  • Dear all,

    What are the dimensions of the app icon on google play?

  • How did you promote the game?

  • > Does anyone know, is it possible in Google Play to have 1 .apk file (Crosswalk) for android 4 and 1 (without Crosswalk) for Android 5 and newer?

    >

    I'm pretty sure that's possible, but not recommended by Google. I will try to search more about it

    Please share this with us if you find more info about this!

  • sivricmarijan what grigrizljac said somewhere in the 20something mb range sounds about right my freefallbird (for android only... i have no ios version yet) is about 25mb. It could easily just be 5-7 mb if it wasn't for the whole crosswalk story.

    Yes, but you have more complicated graphics. Angry Birds Star Wars has much more graphics than my game and it only requires 46MB. How? Is there some other way to export for Android? Is there a problem with Intel XDK or with Crosswalk in general?

  • My app (Square Eater):

    Android (Crosswalk): 21.72 MB (ARM) and 24.42 MB (x86);

    iOS: 5.1 MB

    I see that you have the same problem as I do...simple game, simple graphics and a lot of MB.

  • I just know I'm gonna get shot down for this. Perhaps try Cocoon's Canvas+? I think it only adds 6MB and Canvas+ is fast. Although exporting through this option can have its trial and errors.

    Thanks man! I will try this!

  • the magic of crosswalk

    works on 5.0 android slow or 4.0+?

    And what's the solution?

  • Crosswalk bundles the entire Chromium browser engine for Android 4.x compatibility, which adds about 17mb. If you target Android 5.0+ only, you can do without it, which reduces the size of the APK.

    But my game works slow without it and I don't know what to to about it.

  • Hello guys!

    What's the size of your game? I have a very simple game with simple graphics and 100+ events and the size of apk is around 3MB (Intel XDK for Android) but when I export with Crosswalk, the size is 20MB. Why? How do you fix this?

  • Does anyone else have an idea?