Colludium's Recent Forum Activity

  • Mmmm, I don't know what might cause that. Phonegap is definitely slow though. Might be a zoom inner scale or a parallax error.

  • It's hard to guess why it might not be working for you without looking at a capx to see if it's something obvious (not that I can think of why that might be). Are you tinkering with the config.xml file at all?

    If you are an amateur like me then I suggest having a good read through the phonegap build documentation and I posted some settings I found in other forums on this thread which might be of help. If your game has a lot of graphics or demanding plugins then it's possible that phonegap simply can't cope.

    Post a capx if you get stuck - I can't think of anything else to suggest.

  • This is one of the things I'm also planning to look into over the weekend. All I know is that you need to edit the AndroidManifest.xml - but I've been unable to find an xml viewer/editor that works on my laptop and which I don't have to buy. I too would be interested if there's any advice out there to save me from spending hours on google.

  • I agree. I't ok for simple puzzle or word search type games, but if you start moving things around then it bogs down quickly.

  • My one and only bump, becaue there have been a lot of new topics recently...

  • bjadams, I've just relesed a very simple app using phonegap build. The performane of phonegap is not as good as the 2 you mention, but the loading time is way faster than cocoonjs (with no splash, unless you want one) and the file size is + 3mb, so I think it's also worthy of consideration. The cloud Build service will also compile for iOS..... but if you want ads then I don't know if it would meet your needs.

  • I've spent the last few days playing around with Phonegap Build. VERY exciting, I can tell you.

    However, I think that it's come a long way over the last few months from when I last played with it and it's now quite a viable option for porting simple apps to iOS and android. Although I don't think it will ever compete with Crosswalk for running physics based games (not ever?) it is still pretty good for simple puzzles etc (and it's < 17 Mb, no flickering splash screen, loads in 2 sec...). Anyhow, enough of this: I have some Phonegap export requests to make and I hope Ashley might be able to include them in a future build just to make life a bit easier.

    Please could the Phonegap build process add the following lines of code to the config.xml file (commented out if need be, but having it there would save hours of internet searching for the non-coders among us):

    To control which Build version to use, add:

    <font color=blue><preference name="phonegap-version" value="3.3.0" /></font>

    Although the version number included will become legacy I'm sure, by stipulating a build version you can ensure that you have control over which is used. I found that without this the Build sometimes regressed to using 3.1.0 (a couple of others on the forum have had similar problems). No 'biggie', but it was irritating.

    To hide the status bar on iOS 7, add:

    <font color=blue><!-- Hide Status Bar iOS -->

    <gap:config-file platform="ios" parent="UIViewControllerBasedStatusBarAppearance" overwrite="true">

         <false/>

    </gap:config-file>

    <gap:config-file platform="ios" parent="UIStatusBarHidden" overwrite="true">

         <true/>

    </gap:config-file></font>

    The above code works a treat, the old "<preference name="fullscreen" value="true" />" no longer works on the latest gift from Apple. From what I understand, build >3.0.0 has this problem but the above code sorts it out.

    To manage the splash screen on iOS, add the following:

    <font color=blue><!-- Do not auto hide splash on iOS -->

    <preference name="AutoHideSplashScreen" value="false" />

    <!-- Do not auto hide splash on Android -->

    <preference name="SplashScreenDelay" value="10000"/>

    <gap:plugin name="org.apache.cordova.splashscreen" /></font>

    Some users (including myself) encountered white screens after the splash screen on iOS. The above code allows the splash screen auto-hide to be over-ridden, which ensures that there's not a blank canvas for 1/2 sec or so until the first layout loads.

    For android builds, inside the widget at the top of the config.xml add:

    <font color=blue><widget ......

         versionCode = "xxxx"

         .......></font>

    Where the versionCode xxxx is the numerical identifier used by android/google for app version identification. Control over this number is important if you're going to have a successful app load onto Google Play and Phonegap will insert the number into the Manifest file during the build. I think omission results in a default 1 and is a pain to fix if you need to upgrade your apk. The details could be added to the popup settings window prior to export.

    There's loads more available on the Phonegap website but I thought that these changes would be really helpful and keep C2 up to speed with other non-of-the-moment 3rd party wrappers.

    Enough from me, I hope this is supported - thanks!

  • After a quick search of the forum I found this link which States that Crosswalk won't include advertising API until July. Which means it won't work properly until much later in the year. You gave out so little information it's impossible to help you with the refresh problem.

  • AnD4D,

    Try this for size - capx

    I usually set a representation of the minimum screen size and maximum aspect ratio that I am planning to support and make it invisible - but it will be there at edit time so I can position things how I want. I also resize my HUD objects in the editor so they are smaller than their true pixel size. This allows them to scale up to higher resolutions and keep some definition.

    If you want to use the viewport technique I have in this example then the objects need to exist in the layout before they are moved with reference to their width and height (the scaling is then taken care of, so they move and resize as you would like with different screen resolutions).

  • Enough to buy a few beers and a new phone <img src="smileys/smiley4.gif" border="0" align="middle" /> over the last few months. What sort of proof are you after? ...because you're unlikely to get sight of anyone's bank statements.

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  • It also depends on where your market is.

    If you just want to distribute free apps with no ads then it doesn't matter one jot. However, if you want to sell your hard work then it depends on where. For example, if you want to sell on iOS then you need to provide Apple with proof of your corporate identity, Google Play don't care as long as you have a bank account and each of the other distribution routes are all different in their requirements - but most seem quite relaxed (apart from Tizen which was almost paranoid IMO).

  • AnD4D - that is indeed the one! <img src="smileys/smiley20.gif" border="0" align="middle" />

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Colludium

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