Toby R's Recent Forum Activity

  • Ok. For those who are interested. After what I have read in the Internet I got the following information.

    Crosswalk (as you may already know) is a runtime environment for HTML5 scripts (which is actually JavaScript as you may also already know). So in other words it's like a browser. Intel XDK for some reason (couldn't find info about that) selects Crosswalk 11 by default, but there are several options to choose (up to 14 at the moment).

    Newer version of Crosswalk makes your APK heavier since it's simply bigger application cause of new features/patches. However newer Crosswalk versions have fixes which make your app work properly on more type of devices. Also it should improve performance of your game especially on older devices.

    So that's what I found out. If there is anyone who can confirm that or deny, it would be nice if he/she would share his/her knowledge.

    Thanks!

  • Hi,

    I'm building Android Crosswalk app with Intel XDK. I see that I can choose Crosswalk versions from 7 up to 14, and by default 11 is selected. Can anyone explain the difference? Is the newer the better? And if so - is it improving game performance?

  • Hi I did not have that error, but just wanted to mention that after all I am using PhonegapIAP. C2 IAP does not have consume action which means that you cannot sell "unmanaged" products (products which can be bought multiple time).

  • Thanks I figured that out myself too but I was hoping there is smarter and more generic way to do it.

    I've tried also On end of layout -> Set layer "loader" Visible, but surprisingly this does not work. Looks like switching layout is triggered before this layer is rendered .

    I guess the "loading layout" trick is the only way.

  • What kinda worked for me:

    1. move sound from Sounds directory (in C2) to Music directory

    2. prelod that sound in event sheet on start of the project

    After that my delay on SGS4 decreased from 0.5s to 0.1s which is pretty acceptable.

  • Thanks for help guys. It suddenly started to work after I generated spritefonts again. Maybe there was some generation glitch.

    So to wrap up I use spritefont generator mentioned above, and it works great, fonts are very sharp on mobile no matter how much I resize them (using scale).

    ps. Fonts are very sharp only on mobile, in C2 preview mode they are blured - but that is not my concern now, just mentioning.

  • Hi,

    I have around 10 layouts in my mobile game. Every layout is using spritefonts and other objects and therefor I have a delay (around 1-2s, depends on mobile) while switching beetween layouts.

    It gives a really bad feeling like the game was really heavy, cause it literally freezes for 1-2s before the next layout appears.

    Is there a way to make a preloader which will be shown between switching layouts?

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  • Hi,

    I've released game to Google Play, and according to Google it fits over 8000 devices - that's great. Problem is that many people report issues (like blinking screen, bluring text, invalid characters/encoding or simply game freezing and crashing) which I cannot reproduce with devices I have for my tests (SGS 4, Xperia Z1).

    Since I cannot reporoduce the error it's really hard or even impossible to fix it.

    My game is pretty good (people enjoy it), but I recieve a lot of bad ratings and all of them are because of the technical issues which I can't reproduce.

    Is there any way you guyz test your apps to be sure it works fine with particular devices?

    Cause it looks like C2 -> Intel XDK -> Crosswalk app is not that universal as all the advertisements say it is.

  • An how do you resize it in the project then? I've generated a white Sprite Font now with size of 72, which is 74x88px, and then when I use it in my project I have to resize it, so I use "scale" parameter. Problem is that when I resize it using scale then white color turns into blured gray color. I'm kinda stucked here... Is there any other way of resizing SpriteFont?

  • Yup. I am using that generator. My only concern is regarding the quality. Cause in C2 and browser (preview) I see sprite fonts blurred, bad quality, but when I run project on my mobile then it is really perfect. But I guess GamerGon is right - sprite is sprite so I believe it's all about to generate high resolution SpriteFont and then scale it.

  • Hi ppl,

    I've made a quiz/trivia game. It is obvious that this kind of games rely mostly on text. Now when I released my game to Google Play some players leave comments regarding problems with text like:

    • text blurs sometimes,
    • sometimes instead of question they see some unknown characters (this happened only on Galaxy Tab 3 - it's some encoding issue I believe)
    • other less frequent issues

    I know that Text can be rendered differently on different devices and I believe this is the cause of all the issues. So I figured out that if I do it with Sprite Fonts then all devices should render it the same way. But that's the teory only. Have anyone tried Sprite Fonts in official project and can confirm that there are no rendering issues on various devices?

    I know Sprie Fonts renders faster than Text but is the text quality good on all devices?

  • Does anybody know if there are any plans regarding this one? Will IAP object have "consume product" feature? I Use PhoneGap IAP but wuild be nice to use default built in plugins.

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Toby R

Member since 23 Mar, 2015

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