IntelRobert's Recent Forum Activity

  • Here is the JIRA to track the issue: crosswalk-project.org/jira/browse/XWALK-854

    IntelRobert

    About the UserMedia plugin, there is an html feature called MediaStreamTrack.getSources, it allows the user to select sources of input (multiple cameras) it is not yet integrated in construct 2 (though i sent a mail to the support team and it has been added to the to-do list).

    I've made a costume plugin to support this feature, it works fine when using on chrome but not on the XDK, here is an html+js sample on how to use it, you can put it as is in a new XDK project and see how it works (on XDK choosing both user+environment cameras activates the user(front) camera).

    https://simpl.info/getusermedia/sources/

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  • GameThirsty

    Cordova/phonegap provides inappbrowser for oauth and crosswalk includes cordova. You catch the redirect and then kill the window. I haven't done it myself so I am not sure about the details. Here is a description: phonegap-tips.com/articles/google-api-oauth-with-phonegaps-inappbrowser.html

    Ashley

    How can I prevent the app from being redirected to the index.html page on my web server then? I have to give the Facebook plugin a redirect url and also inside the Facebook dev console.

    I don't want to redirect anywhere after login, I want to stay on the app, not the external web page it redirects to.

    The back button wont work after I had logged in, due to this problem.

    You can't just redirect back to the app, how would you do that? You have to give a valid http or https address. It redirects to the index file on my web server because thats where I pointed it, as its a valid http address, it redirects with an authentication code so I can use some of Facebooks Graph API's such as getting friends photos, which requires an authentication token.

  • If you are seeing messages about java, then you are using the old version of XDK. Please try the new one which replaced java with node-webkit:

    xdk-software.intel.com

    If anyone has the issue of the XDK hanging like I did, open command prompt and type java -version

    if you get the error saying the command is not recognized, make sure java is installed. If it is not, then make sure your path and classpath are set in your environment variables.

    That fixed it for me, XDK opens no problem now

    My apps seem to run pretty good!

    I am having issues with geolocation, although i see GPS light up on my android, the app comes back with a fail.

    I also wonder, anyone know a good way to implement cross origin talk? So if I want to get data from my server, any good ways except using ajax and opening up cross origin?

  • : I just did a simple example in c2 with a textbox and I get the virtual keyboard on my nexus 4. Can you try this capx and see if it works?

    drive.google.com/file/d/0BzXhriJJl3U2TzBpOGJ3OXRCM2M/edit

    If the simple one works, but yours does not then I will need a capx file that shows the problem.

       

    IntelRobert - Thanks. I'm not sure if you guys are aware of it, but is the Virtual Keyboard working through Crosswalk? I have a textbox in my app and when I tried to click on it to type out text, the virtual keyboard doesn't popup.

  • There was an XDK update (277) today that removes the 25 MB upload limit. You have to reinstall XDK.

    software.intel.com/en-us/html5/articles/xdk-release-notes-dec-2013

    To see other c2 related problems that we are working on:

    docs.google.com/spreadsheet/ccc

  • Would you be happy with AdMob? If not, why?

    IntelRobert

    CocoonJS supports ads via MoPub,

    what about Crosswalk?

  • Minimal Crosswalk App is now 17MB, leaving you 33MB for your game. For the extra assets one possibility is using a free CDN service and then it could be totally under your control, just use pure HTML5, and work the same on non-crosswalk platforms.

    >

    >

    > Warning: I didn't work on the creation of Crosswalk, but this is my understanding of the technology.

    >

    > Crosswalk adds 20-25MB when compiled on the local machine or in the cloud since to my understanding it is packaging up chromium, enabling WebRTC, WebGL and others goodies though code. We realize this is sub-optimal but this is the initial release and we're working on streamlining now.

    Any news if this is still the same?

    .... that is way too much overhead when iOS and Android Store has a 50MB limit on apps. That means our apps definitely need to be 25MB or less, which limits what you can realistic make. Big studios have fileservers and teams to streamline out-of-store downloading of assets so some games are hundreds of MB or even a GB..

  • We are working on it. Line 24 in docs.google.com/spreadsheet/ccc

    Is there a way that I can get rid of the bar that shows up above my game??

  • parside: Can you provide a capx file that shows the problems? Post a dropbox link or email to my intel.com address Robert.S.Cohn

    Great Stuff, really...

    Here my issues:

    1) all the game is correctly scaled but my background pic not. Is it a known problem or I have to upload an image?

    2) I use a custom font but in the preview and when I try the game on a real device it is not used.

    3) I have a level where a ball try to smash the hero. Under C2, browser and CocoonJs tha ball follow the right physic, under Crosswalk it goes slow and stop before to smash the hero.

  • Nathan

    Unfortunately, web storage will be lost when switching between CJS and crosswalk. C2 relies on an HTML5 feature called localStorage, and they are implemented differently.

    I noticed, at least in my own tests (page 9), that CJS performs better where there are larger amounts of alpha transparency but otherwise Crosswalk performs better. Has anyone else noticed anything similar?

    IntelRobert If a published app is signed with the same signature as a previous CJS build, will the user's webstorage be retained when updating from a CJS build to a Crosswalk build?

  • There will be an XDK update later this week that removes the size limit. However, if the final APK is > 50 MB, you won't be able to publish in Google play.

    For the purposes of testing, uploading large games into our build system may be slow. You can do quick tests by using the XDK debug tab or C2 test on wifi with the previewer App(https://play.google.com/store/apps/details?id=com.rcintel.cplayer) or in the chrome browser.

    What's the max size for the new XDK, last I tried it was 25mb.. pretty damn small for apps targetting newer devices with 720p or even 1080p content.

  • XDK build system was updated. Minimal apk was reduced from 20Mb to 17Mb. The build system is in the cloud so no update is necessary on your side.

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IntelRobert

Member since 21 Dec, 2013

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