haptic9's Recent Forum Activity

  • Hi,

    We have fixed the result zip file size. Now when compiling with Canvas+ you'll get just one APK for ARMv7 architectures as Canvas+ does not support x86.

    Great to hear its been changed back and improvements made on performance too

  • > 2. I noticed that there are only 2 apks now; it seems arm7 and x86 builds have been merged. I don't know why this was done, but I would strongly discourage bloating the apk by bundling in both runtimes, or at least make this an option we can disable.

    >

    > For an android user on an x86 platform, this would effectively make my game 250% larger than the platform specific build.

    >

    > On mobile we often go to great lengths to shave of a couple MBs off the final file; it's a trivial process to upload 2 apks vs 1.

    >

    >

    Yes, they should split the file again, because now it's getting size similar to the Intel XDK.

    My game apk size

    Cocoon - before the merge - 15mb

    Cocoon - latest export - 23mb

    Intel XDK - 30mb

    On one export the fps was low, now it's ok, than I got black screen, it's ok now. On one export, the game is fullscreen, but it's scaled up too much, opposite to the problem before. The game is full screen, but I'm seeing just upper left quarter of the game. I'm still doing testing and trying various settings, it's taking a lot of time.

    I would like to hear a word from ludei about this as the main reason why I perfer cocoonjs is cause of the filesize and performance. But now I feel it may not be worth it if the file size is almost on par with intel xdk and scaling being a major issue on tablets and other larger scale devices... not to mention the sound issue....

    Though these will be fixed in official release if the file size is still large... yea,,,,

  • ludei

    Downloaded the latest build...and it works! Fullscreen on the debug app. Getting great perf.

    Couple more issues/questions:

    1. Now that I'm paying attention, I'm noticing a lot of latency on triggering sounds in game, aprox 500ms worth. Definitely more than is usual for android, and to the point of being very distracting for sounds that originate from collisions.

    I googled and found some old references to that problem, but nothing recent. Any updates on this? Anything we can do on our end?

    2. I noticed that there are only 2 apks now; it seems arm7 and x86 builds have been merged. I don't know why this was done, but I would strongly discourage bloating the apk by bundling in both runtimes, or at least make this an option we can disable.

    For an android user on an x86 platform, this would effectively make my game 250% larger than the platform specific build.

    On mobile we often go to great lengths to shave of a couple MBs off the final file; it's a trivial process to upload 2 apks vs 1.

    Noga

    Can you retest w/ newest builds?

    i agree I feel the previous 2 apks was better this increased the file size download and instal to sizes I dont want lol....

  • ludei the file size's for the apks seem to have gotten larger. My previous apks were 10.5mb , 6.5mb for the 2 files now its 16mb for a single file? when installed its 31mb as compared to 25 mb installed

  • ludei

    here's a screenshot from thatserafimkid demonstrating the same issue

    >

    > This is the error i get in the developer app.

    > -I've exported with cordova,

    > -set minify off

    > -deleted the config and intel addition files

    > -put everything in a www folder and zipped it(ive also tried it without putting it in a folder)

    > -I uploaded to the cocoon site, selected canvas +

    > -removed the whitelist plugin(I also deleted all cranberry plugins from my project)

    >

    > I don't know where else to go from here. I keep getting a black screen and that error in the debugger.

    >

    > Any suggestions

    >

    Had the same issue before turning of minify worked for me and having webgl turned off, the only plugin I had in cocoon io was the Android Canvas Plus Plugin. If your using atp ads make sure to add the native admob plugin too or else you will get a blackscreen

  • > By version code you mean in this page right?

    >

    Yes. Try compile new apks with version code 15 and upload them to the Google dev console and deactivate both 12 and 14.

    Worked like a charm thanks

  • > Problem is i never had any versions previously, and the version 12 is the arm file that was compiled from cocoon io.

    >

    What's that version 14? There's no native platforms filled. It counts version 14 as an arm version, so it wants you to deactivate the version 12. You'll have to change the version number in Cocoon from 12 to 14 or higher or delete version 14 or reupload version 14. It should look something like this.

    > 60014 (1.0.1) x86
    20014 (1.0.1) armeabi-v7a
    [/code:36pxk1m3]
    

    By version code you mean in this page right?

    Im not sure why the version codes are messed up i compiled both via cocoon.io and started a fresh listing in my dev console in googleplay

  • > Appodeal now building succeeded with cocoon.

    >

    Thanks, I'll try it out.

    You'll have to deactivate version 12.

    Problem is i never had any versions previously, and the version 12 is the arm file that was compiled from cocoon io.

    Here is the screenie of it

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  • After compiling my game and getting everything to work I recieve the following error in developers console advanced mode when uploading both the x86 and armv file

    "This configuration cannot be published for the following reason(s):

    Version 12 is not served to any device configuration: all devices that might receive version 12 would receive version 14.

    Some devices are eligible to run multiple APKs. In such a scenario, the device will receive the APK with the higher version code."

    Anyone know whats causing the issue?

    ludei

  • I don't minify script, not sure if that helps or not.

    The only configuration setting I changed from default is WebGL to off/no

    IT worked! seems minify was the problem thanks alot Ed been at it for a day or so now lol

    Noga try removing minify when exporting it works for me now

  • I don't minify script, not sure if that helps or not.

    The only configuration setting I changed from default is WebGL to off/no

    Giving it a try without minifying script now and ill see how it goes

  • I was able to get Admob ads working fine, but I only tried on Android, not iOS. The only plugins I have installed in Cocoon.Io are Admob for Android and Android Canvas+

    I've done the same too only those plugins.

    Here is my configuration when I export the game as cordova on C2

    what are your configuration settings in C2?

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haptic9

Member since 22 Oct, 2012

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