pirx's Recent Forum Activity

  • Hi.

    So I have this popular app that almost topped some of the Google Play charts here in Poland. Nevermind the name (that's not the point) but it has 60k+ active users and growing.

    I selected the Intel XDK/Crosswalk as my exporter of choice and it seems to have done a relatively good job. The app works for most people, with a couple of bumps along the way:

    • the apk size is too big - a native app would be some 5 mb at the most; Crosswalk is 50 mb after installation,
    • a lot of one star reviews: "doesn't work", "crashes", "says too little free space when I have 2gb" etc. - disabling some old devices and limiting to Android 4+ helps but it still happens,
    • the performance could be better, and this is a simple app,

    All in all I doubt I could achieve better results with any other export option.

    Now I would really like to get my app on the Apple AppStore. To do that, I purchased the developer account and... it proved impossible.

    My first choice - the XDK had some problems with certificates but when I finally got the export to work, the app only displayed a white screen. Then someone in another thread told me that C2 doesn't really support exporting to iOS via the XDK.

    My second choice was Ejecta, as it seems this is currently considered *the* iOS exporter. Unfortunately though my app really needs textboxes, xml and other stuff that Ejecta just doesn't support.

    Sooo... right, CocoonJS. I got the premium account, exported, opened with XCode and launched. Starts slow, displays splashscreens. Then it turns out the textboxes are gone, my swipe gesture for some reason only works on one side of the app, the scaling is screwed (displays things outside of the layout no matter what scaling settings I choose in C2 and CocoonJS.)

    So as you see, I'm starting to think I'm beating a dead horse.

    Now, the funny thing: my app works perfectly well on any device in the browser. So one would think 'hey, then maybe the best option would be to have a version of Chrome without toolbars disguised as the app.' But wait... isn't that how these exporters actually work? So I'm wondering... why is it so problematic to create a working wrapper if the devices are already capable of running the apps smoothly on their browsers? I mean really.

  • alvarop Would you care to point to the Admob plugin you used with Ejecta?

    <-- this seems promising, but I'd rather use something that's been tested.

    [edit]

    Nevermind:

    [quote:ea8dm1ny]The form control plugins (Textbox, Button and List) are not supported.

    • The XML object is not supported.
    • The Facebook object is not supported.
    • The Text plugin's 'Set web font' action is not supported.
    • The WebStorage plugin's session storage is not available. Use local storage or global variables instead.

    Well, my app relies heavily on Textboxes, XML objects and Web Fonts so that's it for me. My last hope is CocoonJS then...

  • Oh. That explains a lot. HOWEVER, plot twist: I did get it to export in the end. It still doesn't work (blank screen) but it somehow managed to create the ipa. Thank you for the link, I'll use Ejecta or Phonegap then. I just hope the Admob plugin will work.

  • Well... nope. Using the Ejecta exporter also gives me the 'verify your assets error'.

    I export to the www subfolder in the XDK, set the info, provisioning profile, certificate, icons etc. and click build.

    Are there any extra steps needed for iOS?

    I have no problem building the same thing for Crosswalk...

  • I have the Apple developer account so this is not a problem. I was wondering why it wouldn't build when using the Crosswalk option. Cool, thanks!

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  • Hi,

    Which export option do I use to export to Intel XDK for iOS?

    It seems there used to be a 'export for intel xdk' option but it's no longer there. Do I use the Crosswalk option?

  • Actually the 'verify your assets' error is known to appear when there's nothing wrong with the assets. I'm positive mine are all in place: icons, splash screens etc. I had some trouble with getting the Apple certificate to work but now that I got it sorted out there's this error and it won't go away no matter what I do.

  • Hi,

    I need a little help.

    I'm able to export my game to Crosswalk without too much difficulty now.

    But I can't, for the life of me, get past the 'error, please verify your assets' message when trying to export to iOS.

    I have valid certificates and provisioning profiles (although there are quite a few types of those in the apple developer console) and yet it won't build because of this error. The same source builds without any problems for Crosswalk.

    BTW which export option do I use? I've been using the 'android crosswalk' exporter but maybe for iOS I need to choose something else...

    IntelRobert, any help on your side?

  • this is absolutely what I was talking about. Thank you so much.

    Now, just two things:

    Sometimes it throws a js error: line 376, col 28, CocoonJS not defined [I'm not using CocoonJS at all]

    And, is there a way to resize the comment box below 750 px wide? If I do that, a horizontal scrollbar appears. No big deal, but it would be nice if there was a way to do that.

  • My Crosswalk app is definitely getting error reports from android 2.3.3-2.3.7. However:

    I just discoverd that you can set the minimum Android version in the XDK but you need to reference it by api levels: so it is 14 for android 4.0 etc. so maybe it will work. Currently my APKs say: 10 API levels required in the Console, so they are *surely* available for 2.x devices.

    If Crosswalk requires Android 4 then it would explain why it crashes on these devices.

    As said, the developer console has no option to limit the Android version, which I find rather odd. I have no issue with the codenames though, I just go to the error reports and look at which devices cause crashes, then flag them by the same names.

  • Ashley Thanks, I'll search for how to do that in a sec.

    BTW, is there any way of limiting the Android version the app can be installed on? Looking at the developer console 100% of the crashes come from Android 2.3.3-2.3.7

    So it seems the app simply doesn't work with these versions. I'd much rather just exclude them. There is a 'Minimum Android version' in the XDK but it doesn't seem to project to Google Play in any way.

    That game seems fun, I'll install it. In its description it says 'Requires android 4.2'. Did you set that requirement yourself?

  • I have an app with 2000+ users and growing. It is working very well in construct 2. I exported it to Crosswalk and uploaded to Google Play.

    So far so good.

    Now, however, I'm getting *lots* of one star reviews from people saying that it doesn't run on their phones or crashes the device. I excluded some of the phones in the Developer Console but still the majority of reviews are 'doesn't work' 'turns off by itself' etc.

    I tested it on four devices and on every one of them it was working perfectly but as the user base grows, so does the range of various devices. The worst part is, the people who like the app rate it occasionally, while those for whom it doesn't work rate it 90% of the time (1-star).

    I *love* Construct 2 but I HATE that the underlying system is HTML5.

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pirx

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