glerikud's Recent Forum Activity

  • Got it to build the unsigned apk in Visual Studio 2015. Half the size of the IntelXDK build.

    Do a Cordova export from Construct 2. Create a new Cordova app in Visual Studio 2015. Drag the contents of your Cordova export into the www folder of your Visual Studio Cordova app.

    From there you can debug test it Ripple - Nexus and build it for android.

    I did a build with that method. I have no sound in my game but it runs the same if not better as it does with the XDK build. The APK size has decreased to 6MB (to the project's actual size) and started instantly on my phone.

    The game I was testing (on Google Play it has an XDK build): https://play.google.com/store/apps/deta ... incbub.rel

    The phone I used: Samsung Galaxy Grand Prime (Android 4.4.4)

    The problems, errors I've encountered during the testing:

    • No sound in the built project (I'm sure it's my mistake, because it worked fine using the emulator in Visual Studio).
    • Admob ads don't show (not a suprise).
    • Took some time fixing an enviroment variable for the JDK to make VS2015 able to start the JVM.

    If someone who has experience with Visual Studio could write a tutorial about how to build our projects with it and where can we find the settings releated to it (for ex.: setting the app icon) it would help a lot of the developers in my opinion.

  • What do you mean by poppin up your webpage? Opening it in a new tab?

  • if you only want to test it, VS2015 builds 2 apk : one is unsigned (and need to be signed by you) and the other apk is already signed with a debug key ready to be uploaded to your Android device.

    Thanks. In that case I'll definetly try it as soon as I have some time.

  • If you don't have auto backup: Save your game as a project, then open the caproj file with notepad. Find this line and replace the version code to be able to open it with an earlier C2 edition:

    <saved-with-version>21300</saved-with-version>

  • It's 2015 now and I still want to have Flash exporter, because it's much easier to sell flash games than HTML5 games.

    Since Flash has many issues all the major browsers will try to block it sooner or later. I don't see any future in Flash.

  • Interesting topic. If it's worth the time I might try exporting my XDK game with VS2015. Although I don't know how to sign an apk...

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  • Thanks for sharing their reply. Guess I'll have to wait for a while.

  • It's around 60 000 bundles sold in such a short time, no wonder servers are overloaded.

    In my opinion a server should be able to handle 60.000 users in 3 days. But maybe my expectations are just too high.

  • If you can figure out how this bug can occur, it may be a good idea to file a bug report.

  • I'm getting really frustrated by YoYoGames' servers. Anyone who purchase the GM bundle, brace yourselves. I'm trying to activate my license for 3 days now. Their servers are overwhelmed (although I don't think that thousands of users are trying to activate licenses every second, maybe their servers are just weak).

  • Use these 2 conditions in 1 event block:

    • On any touch
    • On touched object: "inventorybackground".

    Then right click on the latter condition and choose "invert".

  • I'd say that a game developer should focus on more tools then just one. I use and will be using C2 as my main developer software, but I bought GM:S as well. I suggest you do the same if 12$ is not a problem for you.

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glerikud

Member since 8 Sep, 2011

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