fldr's Recent Forum Activity

  • because it was finished last year and i had the art

  • Thanks for your feedback!

    i dont like that crosswalk makes an >50MB app out of an 500kb game, in my tests it didnt perform better on weak mobiles

  • picture 1 and 2 show what you get when you click on "Projects" in the upper left corner

  • fldr thanks for tips i change everything but i have another question.

    Where i can change version of apk like in atttached picture?

    I cant upload new apk because version is still 20001

    I change picture to english version

    its in the second picture i posted, "App version code" you have to put 20002 or higher there and rebuild (with reuploading your stuff when it asks).

  • oh yes, construct2 has very good lossless image compression but in the past i could always squeez some extra kilobytes with pictureslash.com.

    For example kraken.io could save 1.04kb of total 54kb of asset files with optimizing 5 out of 12 pictures, the remaining 7 it says cant be more optimized. Its not always that little, sometimes pictureslash saved me quite some kb.

    The saving in the apk came from optimizing the XDK splashscreens (which arent ran through construct2 export) and for screenshots and such purposes i would like to have an desktop software.

  • on my old Sony Xperia Ray with Android 4.0 the bottle neck with crosswalk apps is the devices memory i think, especially for small games there is big difference in memory requirement, could that be the issue of difference between direct play on web and packed with crosswalk?

    on this old device the games packed with "normal" cordova Android build run better then when packed with crosswalk although it has to run on poor android 4.0 webview

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  • Bl4ckSh33p unfortunately i dont have a windows phone but im building an windows 8 app with XDK at this moment, would you mind trying it and tell me if it works?

    edit: what i can say is that building the windows 8 app does take very long time, its still building and it started five minutes ago

    this one is build using the "Legacy Hybrid Mobile App Platform" "Windows Phone8" build option: http://fldr.de/Asteroids2014.WindosPhone_Legacy.zip

    i guess the Admob ads wont work but thought its worth a try.

    the Cordova Windows build failed, i guess because i dont have a valid Windows Publisher or App id.

  • at event 4, instead of 'Animation frame = 1' put an 'Else'

  • Hi,

    does anyone know a good lossless image compression tool for desktop? all i can find are command line programs or online services.

    currently im using online services for that matter (used pictureslash but it seems down for some weeks, now i tryed kraken.io) but for the sake of the workflow i would love to a desktop tool for that matter.

    for anyone who doesnt know, with lossless image compression you can reduce the download size of your game dramatically and for XDK apk creation the effect seems to double, here are two apk's one with game image files compressed by construct and splash screen images compressed with irfanview and the other apk has kraken.io optimized splashscreen images (game files stayed the same because there where only ~150kb to gain and im lazy ^^), while the reduce of size in the actual files was "only" ~1.5mb, the apk shrunk by over 3MB.

  • ok then i will try that! Thank you!

  • newt you mean if i want to show it correct on lets say an 1920*1080 monitor the layout and assets must be these dimensions?

    Thats the horror, i wanted the game to run at mobile devices which have a variety of different resolutions.

  • yes, its in fullscreen letterbox integer scale, the tiles (tilemap) and the player are 16*16, background images are tiledbackgrounds, layoutsize is 240px*160px.

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fldr

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