Rable's Recent Forum Activity

  • Healer Quest, the game I just finished, is... 23015 events. ^^'

  • Hi,

    A little question about IAP. I plan to export to iOS and Android using Intel XDK, so I used the plugin Phonegap IAP from Cranberrygames. Is this the right thing to do, or should I use the standard IAP plugin from C2?

    Another question, I'm unable to see where I should enable/disable test mode in Phonegap IAP pluping from Cranberrygames. Is there a way to activate it?

    Thanks a lot !

  • For your audio, you aren't re-compressing your ogg files are you?

    I first tested it the way you describe (in a similar way I would do with imageOptim), but ogg drop exported me wav files. So then I've used the original WAV PCM 16 file that I imported in C2. After re-checking, it seems that the file size for q2 in Oggdrop equals the size of 96 Kbps in C2.

    I guess the thing to do is to use .ogg from oggdrop anyway, as the quality may be better for the same size.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hey, thanks for your kind words about Lost spirits of Kael. Hopefully I'll get the same type of visual result with Healer Quest (the project I'm currently struggling with the export).

    I tested tinyPNG, and clearly this will be the way to go if I need to reduce quality. 80% size gain, with still OK result ! Wow !

    On the other side I tested Oggdrop, and curiously it enlarged the files I dropped on it (despite the fact that I put the quality below 2)... I should be missing something here...

  • Thanks TiAm,

    As I said in the original post, I'm already optimizing image with a Mac tool called ImageOptim. The difference seems to be that it's NON-destructive, but it it only makes me gain about 2Mb on 40Mb...

    So yeah I'll definitely try the tools you suggest !

    I also had good luck in reducing the .ogg file size. First of all I put all my files in mono !!! Then saving it in quality 2/10 (3/10 is equivalent of 110Kb/s, which is about the quality of 128 Kb/s MP3. This is easy to do in Audacity. I don't know if there is a tool that do it automatically, such as for png files...

  • Thank you Ashley !

    I never thought about reducing the .ogg files with an external tool . This is one more thing I need to do.

    And the tutorial is great !

  • I sent a private message to IntelRobert, to be up to date with the APK Expansion Files via Intel XDK.

    Here is his reply :

    "We are working on it now. I am hoping to have something in a few weeks."

    So wait and see...

    ...

    And cut graphics in the meantime. ^^'

  • volkiller730

    Thanks for the tips ! I'll search the forum to see if I can find something, and will minify the script for sure !

    Edit :

    Ashley posted in the following link (september 25th 2014) that Intel was working on implementing the expansion files to XDK.

    (see link by TiAm below)

    Any news about that?

  • Hi TiAm and volkiller730, and thanks for the answers.

    volkiller730

    Yes, I sure updated to the new beta, but it doesn't change much, as the former "Android" export already exported only .ogg files.

    I didn't minify the script because I'm using 's Phonegap IAP plugin, for IAP in the game, and (unless there is something new) it requires not to minify the script.

    I also already optimised all images' size in order to reduce the image number as much as possible (back when there was the number of image bug in XDK), I used ImageOptim to reduce the file of all exports, and I sure put into the .jpg format all the images in which I don't need alpha channel.

    TiAm

    The current size of the image folder is 38 Mb. The media folder is 8,35 Mb but it features 128 Kb/s audio for music. The reason is that as I have orchestral music I'd like them to sound good. But if I really can't use the APK extension package, I'll sure reimport the whole thing 96 Kb/s which should make me gain about... 1,5 Mb... Still 18,5 Mb to grind !

    Do someone knows if App expansion files are usable with any of C2's exporters (preferably XDK)? Maybe IntelRobert has a clue ?

    If it isn't the case, I'll be down with TiAm's solution of schrinking graphics... :-/

  • Hi,

    I'm currently struggling to get my finished project onto Google Play / Apple Store. After exporting the project and optimizing images, the game's size is about 55Mb.

    • With Intel XDK, I need to add about 15Mb for Chromium which gives an APK of about 70 Mb, the limit of google play being 50 Mb... Using Android export in XDK without Crosswalk seem to be a bad idea, as I need WebGL a lot (the app is graphically heavy). So the only solution I can think of is App Expansion Files. Is it possible to use this feature with an APK created with Intel XDK ?
    • Phonegap Build is limited to 40Mb, so I'm not better here. I've been told to try to build offline, but as this is not yet supported by C2, I think it will be hard for me. Furthermore I have no idea if this offline Phonegap build supports IAP and Ads, both of which my game uses.
    • I had many bugs with CocoonJS a few month ago, so I don't think I will use it. But maybe the last CocoonJS Webview/Webview+ is more reliable ? Is it a different product? This is still unclear for me.

    I'm really used to, and have good results with Intel XDK, so I hope to be able to continue working with it... If possible !

    Which exporter would you advice me to use for such a "big" project? Any solution / workaround in order to get my game on Google Play / App Store without having to (massively) delete content ?

    Thanks !

  • Hi,

    I'm really happy with XDK up to now, so I guess I'll use it for both Android and iOS exports.

    My game project is now finished, and I tried to import it into my Google Play account. Then the following problem occured : APK files may not be more than 50Mb. My game (exported with XDK) is about 80Mb for one version (there are two : ARM, x86).

    Google is asking me to use APK extension files, but I have no idea if this is possible with a project exported with Intel XDK. Is there a way to do it, or is it a workaround ?

    Or are the projects exported with XDK for Android limited to aound 34Mb (+ Chrome)?

  • Crosswalk 9 has the patches for the cordova vulnerability. It also has the fix for having too many images problem, which you were seeing on crosswalk 8,

    IntelRobert

    Can I have as many images as I want in my project now? I just tested my project (which has 249 images) on a Samsung Galaxy Tab 3 (7") and after 15 minutes or so, the game crashed (repeatedly).

    It seems pretty similar to the bug I had in the previous XDK version, when I had too many images. I've build with beta version, not stable.

    I'm also still experiencing a very long black screen between my splash screen and the HTML5 loader bar. Any idea how I can get rid of it?

    Thanks !

Rable's avatar

Rable

Member since 6 Aug, 2014

None one is following Rable yet!

Connect with Rable

Trophy Case

  • 10-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Email Verified

Progress

15/44
How to earn trophies