xmnboy's Forum Posts

  • Cipriux -- it would be helpful for me to understand what your game does for initialization. Since I don't create C2 games I don't know what the typical init code looks like. If you could share a dummy game that does what you are describing, and provide that to me for testing, I might be able to figure out what's going on (Cordova init, plugin init, C2 init, something else...).

  • -- thank you for posting that video, I have definitely not seen that. I suspect your app has not finished initializing and needs more time for the splash screen.

    Check this post:

    scirra.com forum /viewtopic.php?f=146&t=170399&p=1033522#p1033522

    (remove the spaces from the URL, I don't have enough points to post URLs on this forum)

    It might provide some useful bits on how to address that.

    If you could do this simple experiment for me and report if you continue to see the white line, it would help me to understand more about what's going on. Add the following lines to your intelxdk.config.additions.xml file:

    <platform name="android">
        <!-- below requires the splash screen plugin -->
        <!-- see https://github.com/apache/cordova-plugin-splashscreen for details -->
        <preference name="SplashScreen" value="screen" />
        <preference name="AutoHideSplashScreen" value="true" />
        <preference name="SplashScreenDelay" value="10000" />
        <preference name="FadeSplashScreen" value="false"/>
        <preference name="SplashMaintainAspectRatio" value="false" />
        <preference name="SplashShowOnlyFirstTime" value="false" />
    </platform>
    [/code:2htlt6ph]
    In particular, the 10000 value for the splash screen delay should delay the splash screen for 10 seconds, but only if the AutoHideSplashScreen is set to "true". 
    
    Unfortunately, I don't know if Ashley is adding anything in the auto-generated app code to do something programmatically with the splash screen API, so I can't say with certainty this will last 10 seconds, but if he's not doing anything, it should last ~10 seconds. Then let me know if the splash screen "hides" that stuff or if it just gets tacked onto the 10 second delay. 
    
    In other words, what I want to know is, by doing this, does it simply delay the appearance of the white bar by 10 seconds or do you no longer see the white bar (because it's "behind" the splash screen). In either case, the splash screen should last for ~10 seconds. If it does not last for ~10 seconds, I want to know that, as well.
    
    Thanks.
  • -- if you are seeing a black screen the splash screen is likely being turned off too early, because your game or Cordova (or both) is probably still initializing. If you are using a simple delay value in the intelxdk.config.additions.xml file to set the splash screen delay (or just accepting the default, which I think is 2 or 3 seconds) but your game is taking longer to initialize, you could see something like that. For example, if you're relying on a line like this in the additions file which is used by the splash screen plugin:

    <preference name="AutoHideSplashScreen" value="true" />
    [/code:1no0ocfi]
    The splash screen plugin includes an API that can be used to effectively "synchronize" the completion of Cordova and Construct2 game initialization, so the splash screen remains until everything is ready to run. However, to use that technique, you need to understand how to write custom JavaScript in your C2 app AND know how to recognize when the Cordova bit is initialized as well as when the C2 bit is initialized. To synchronize the splash screen with just the Cordova init, you would set the line I show above to "false" and do something like this in your app:
    
    [code:1no0ocfi]
    function onAppReady() {
        if( navigator.splashscreen && navigator.splashscreen.hide ) {   // Cordova API detected
            navigator.splashscreen.hide() ;
        }
    }
    document.addEventListener("app.Ready", onAppReady, false) ;
    // document.addEventListener("deviceready", onAppReady, false) ;
    // document.addEventListener("onload", onAppReady, false) ;[/code:1no0ocfi]
    
    See the Cordova splash screen plugin for complete documentation > https://github.com/ apache /cordova-plugin-splashscreen (remove the spaces in the URL, I don't have enough points to post URLs on this forum).
  • -- I think the white bar thing is actually something to do with how you configure the SplashScreen plugin, and might be related to the specific version of that plugin, as well. Unfortunately, nobody has ever shown us a good visual of precisely what you mean by the "white bar on startup" -- I've never seen it and it would help to see it in action (for instance, a video of what happens or a sample APK that I could install and run so I could see it).

    As a guess, try adding these options into your intelxdk.config.additions.xml file:

    <preference name="FadeSplashScreen" value="false"/>

    <preference name="FadeSplashScreenDuration" value="0"/>

    That fade splashscreen thing is screwy and causes odd stuff on my test apps. It might be what you are describing, or it might not, I'm not sure, since I don't really know what this "white bar" thing looks like.

  • tomhaiger -- as you know, there is an active thread on the XDK forum regarding the FPS question you've posed. Unfortunately, I am unable to reproduce what you are seeing (I get the same results with or without the FPS flag). Your test project has been provided to the Crosswalk project, so see if they have any comments.

    -- the Crosswalk project folks did respond with the following interesting bits regarding gpu rasterization in this post software.intel.com/en-us forums/intel-xdk/topic/624966#comment-1869352 (remove the space in the URL to get the correct URL, I can't post live URLS here).

  • shinkan and Cipriux and -- I hope to get some time to put together an article and video showing how to update a C2 app once you've already got a project started in the XDK. In essence:

    • use the export only once (the first time you create an XDK project)
    • copy changed files from subsequent C2 exports into your existing XDK project
    • manually add or remove plugins that have changed as a result of each export
    • check for changes in the intelxdk.config.additions.xml file

    If you are only changing code, then noting which source files have changed means just copying them over to the existing project, in some cases you may be able to just replace all the source files in the existing project with the new files in the exported project. Of course, if you are adding/deleting code manually in your exported source files, you'll have to work harder to figure out what needs to be updated in the existing project.

    If you have made changes in your project that would impact either the intelxdk.config.additions.xml file or the list of plugins that are part of your project, you'll have to handle that manually. You can inspect the <project-name>.xdk file to see which plugins are being specified, or look inside the config.xml that is exported for use by PhoneGap Build. This means you should keep a copy of those files around for diff'ng between exports. Might be easiest to simply diff the old config.xml file with the new one.

    As I said, when time permits, I'll create an article and/or video that shows how to do this, but I would expect it to be an expansion of what I just explained above.

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  • -- there is now an Intel XDK FAQ that explains how to get access to other Crosswalk versions (for builds only). See this post

    software.intel.com/en-us/xdk/faqs crosswalk#crosswalk-unlisted-build

    (Remove the spaces in the URL, I don't have the points necessary to post a long URL on this site).

  • -- I have heard others report this, but I have not seen it in any apps that I have built. I suspect this is a Crosswalk or splashscreen issue. It might be interesting to try a newer version of Crosswalk. You can get to the newer versions (and beta versions) using some special techniques in the intelxdk.config.additions.xml file, which I hope to document in our FAQs later this week.

  • xmnboy This is not really a XDK issue, is more of a plugin problem, but how do i fix this error? Error: more than one library with package name 'com.google.android.gms'

    My project uses 2 plugins that are using 2 versions of GooglePlayServices, If I remove one version , the other plugin is not working and the other way around, so I must use both versions somehow.

    The error also say this: "You can temporarily disable this error with android.enforceUniquePackageName=false

    However, this is temporary and will be enforced in 1.0"

    But where to write this flag and what does 1.0 mean?

    Cipriux -- yes, this is a plugin conflict issue. Will have to investigate to see if there is a way to pass in the "android.enforceUniquePackageName=false" option to the build system. Please post this on the Intel XDK forum where we can handle it and provide any solutions or workarounds to others.

  • Also, A lot of times i get this error

    com.android.dex.DexException: Multiple dex files define Landroid/support/annotation/AnimRes;

    Cipriux -- please post these issues on the Intel XDK forum, where there are more people available to help with the issue you're experiencing and you may find it has already been posted.

  • zeroflag -- issues with plugins are independent of the new export format.

    ALL -- Plugins are JavaScript API extensions that you can add to your app to get access to platform features that you would not otherwise have access to in the device webview (embedded browser) environment that your app runs in when you build an XDK (aka Cordova) application.

    Plugins are created by third-parties; the authors of these plugins have varying degrees of skill. Some do a better job than others at keeping up with the changes in the Apache Cordova project and/or testing their plugins. The Cordova project has gone through a lot of changes in the past year, which is reflected in some of the difficulties that developers are experiencing with this latest release of the XDK.

    Several have asked to go back to the CLI 4.1.2 build system. Unfortunately, that is not a viable solution because:

    • most current plugins will not work with that now outdated build system
    • that build system produces insecure apps that Google will not allow into their store
    • there is no more active work on that version of the Cordova project (no more fixes to issues)
  • I've upgraded the Intel XDK for the new version and I can't get valid app during the build. I've tried to build 3 different Android projects:

    - my old project that was build well before the upgrade

    - new Intel XDK project old Cordova export

    - "new Intel XDK project format"

    When I build any of the projects signed I get "App not installed" error, when I build them not signed I even can't install them, I get "Parse error There was a problem parsing the package"

    What can be the problem?

    olkina -- There was a change in the way the versionCode is calculated on Android builds when going from CLI 4.1.2 to CLI 5.x. This is a Cordova change, not an XDK change. There is an article describing it here (search for "intel xdk version code problems").

    Did you try uninstalling the prior version of the app on your device and then install?

    Another issue could be due to the fact that on some older devices (mostly Android 4.0-4.2) there is a problem that these devices cannot read the signature being applied with our new build system. That is being worked on, but that could also be the source of the problem. There is an FAQ regarding this issue located here:

    software.intel.com/en-us/forums / intel-xdk/topic/622990

    NOTE: Remove the extra spaces between forums and intel in the URL above to get the complete URL. I don't have enough points to post a URL.

  • Is anyone else using XDK 3088 with Windows 7 who has got it to work?? All of my builds keep failing no matter what I do (trying to build for Android currently), Please Help...

    STARTECHSTUDIOS -- You sent me a PM, I cannot reply because I don't have enough points on this forum. You asked about getting the previous release (2893) -- one of my colleagues has posted a sticky note on the XDK forum that includes downloads for the 2893 images.

  • CaraCul -- are you referring to the certs that you provide in the Intel XDK in order to do an Android or iOS build? If so, the passphrase is simply the password that "unlocks" or "matches" the signed certificate that you provide. In the past the XDK created and signed that cert for you (in the case of Android). The danger in that approach is that you have to use the same cert each time you do an update, so that is a very critical and important piece of your app. So the new cert management system provides you with more control over that critical component.

    The first time you open the new release of the XDK you will be asked to convert that "legacy" cert and convert it to a form that you can then download and control. You can leave that cert in the XDK, but you will now provide the password that you assigned to it when you converted it. See this video for a quick intro:

    software.intel.com/en-us/videos / upgrading-an-existing-intel-xdk-project-to-version-3088

    (remove the extra spaces between "videos" and "upgrading" to get a complete URL)

  • Thanks, let's hope Intel Stops [MOD EDIT] MUCKING UP their Updates.

    It's hard to help when people are treated like this...