Eisenhans's Recent Forum Activity

  • Of course for mobile games. Crosswalk is exactly that. A browser engine wrapped into your APK to play back your html5/JS-game. That's what the whole thing is about.

    The different sizes between Crosswalk and cocoonJS come from the different implementations (CocoonJS has a lot less features and overhead than a full browser engine). But you will never have like: a 1mb APK, because one way or the other: there needs to be a rendering engine packed into it.

    That's the fundamental difference between APKs from a HTML5-engine like Construct2 and a natively developed Android-game.

  • The size overhead comes from the fact that the browser the game is running on is going right into the package as well. This is normal and expected.

  • Well, depending on the game, this isn't a problem at all.

    Most games that can be made in a sensible, optimized manner right now do not really suffer from that. The only case where it is really annoying is when you need super-smooth scrolling. It will be a while until that type of game can be expected to run on a really wide range of devices, if created with wrapped html5. Those you can safely do these days, single screen action games and puzzles, are quite forgiving when it comes to those micro-glitches.

  • The way things are right now with wrapped html5 this is to be expected. Even if you have an optimized game which runs relatively constant 60fps, you will have those micro-glitches, that's just how it is.

  • A0Nasser

    You don't need a company to do that, you can very well do that yourself. But you have to do it. Just putting the game up on the store won't do a thing

  • The publishing to the app store itself will get you zero traffic, because they are totally overcrowded. Hundreds of games are released each day.

    You need a great looking, well polished game along with a marketing campaign to generate significant traffic.

  • bscarl88

    [quote:3w4gcdg3]So the Pode iframe plugin might be the best way to go then?

    It is a way. The better way right now is still cocoonjs with their official ad support. But I guess there will be an "official" way to implement ads with crosswalk soon.

  • Anyone else figure out how to use our own graphics for the button? Or is this not supported yet?

    -Mike

    Apparently not yet.

    You can however still use the oldschool method described in this tutorial:

    https://www.scirra.com/tutorials/927/twitter-share-tweet-button-browser-object

    (and of course use your own sprite to click on to call it)

  • Sargas

    Thanks for the capx, it's working. I understood the whole thing wrong at first, that's why it didn't work. I tried to create my own button (with my own graphics), like with the old mechanism.

    It seems that I will continue to use that instead of the new one, I find the default twitter design quite useless.

  • I had a peek at the new twitter plugin, but I can't seem to figure out how to make it work (docs are not up yet).

    A simple set share or set text on a button does not seem to cut it. Also: why are there so many seemingly unrelated conditions and actions on the object?

  • Yep, it's busted.

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  • The tutorial posted on here using Pode's iframe plugin has a live game example on Google Play, yes it serves ads within the frame, but if you tap/click on the ad itself a new window does not appear with the advertisement.

    Don't know, but for me the ad opens within that iframe (depending on the ad I guess). While that is no true "ad experience" (if there even is such a thing ), the click gets registered. So unless the ad network shuns that practise, all is well, for my taste.

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Eisenhans

Member since 8 Sep, 2012

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