> Any issues you run into with XDK will likely exist with any other web-based exporter, because you don't have control over it, and if you're doing anything it's not expecting the build will fail. The idea that Scirra will be able to provide better maintenance than Intel? What makes you even think that's possible, given the resources of each company?
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Nope you don't understand... Scirra is not hosting a new wrapper, what in the world are you saying there will be better maintenance on Scirra compared to Intel... Try reading it before answering. I did not say that, in fact you said that!
I said :
> And since we are in a cloud subscription, the exporter is supposed to be well maintained so there would be lesser bugs and no more workarounds for supporting third party plugins and building.
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That means, if you have tried exporting before on C2 for Cordova and building it on IntelXDK, in your case I'm not sure anymore... You'll notice that there are bugs on the export files of Scirra that needs workaround for supporting third plugins / core plugins during building. For example: The InAppBrowser plugin, before you have to manually edit the config.xml but now that Scirra has better connection with Intel (If the blog post wasn't false advertising) and we can safely assume that any updates on Intel, the Scirra Exporter would be updated also especially that we are in a subscription method, so maintenance should be reliable.
> If you want the option to optimize your builds as much as possible, you're better off installing node.js, cordova, java & GIT on your local machine and compiling locally, which takes much less time and doesn't require uploading your assets to a 3rd-party server (that may potentially be unreliable), which is going to be configured to support a more generalized build as opposed to something specifically for your game projects. Reliability aside, if you're working on a bigger project, uploading over even a fast connection adds a lot to the build time - whether you're using Cocoon, XDK or Phonegap.
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> Once set up locally, Cordova isn't difficult to use, and just requires a few command-line options or your setting up a batch (.bat) file when you want to compile. If you're interested in doing this, install in this order: java, GIT, node.js, then Cordova. Installing Cordova last allows it to set up the connections to the other components automatically and no manual configuration will be necessary. Plugins can be installed from the command line/powershell, and I'm sure there's a GUI-based installer for them as well if you're more comfortable with that after setup.
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That is too advance for non-programmers... I know most people here using C2 aren't programmers and only want to make games.
If they were, they'd be using Unity by now.
Do you expect they will have time or at least interest in learning this? No!
In fact doing this manually might even be more time consuming and inefficient and more unreliable if you don't know what you're doing. Do you think you can outmatch Intel's build option? Then you make me laugh! You're not even neart trustworthy compared to Scirra I'd rather go with C3's Export + IntelXDK's build.
And how come you know it will be unreliable, you haven't even tried to use it... In fact, no in the community has.
— , Zebbi was asking about the benefits, not your build purportedly build option.
If it's HTML5 and being exported/compiled for Android, it's a wrapper. That's how it works. If you're expecting that to be flawless, you're using the wrong technology (referring to HTML5 here, not C2).
The workarounds are due to the way XDK/Cocoon/etc. builds, not due to how Cordova builds. No workaround are necessary if you export to Cordova (no need to use the workarounds required for XDK) and compile locally.
It takes around 10 minutes to install the programs I listed. All of them have publicly accessible documentation. If you're too lazy to figure it out - and there's little to figure out, because the entire build process can be documented on a single page, and executed with the 2 or 3 listed commands, and you only have to dig in deeper if you want to customize builds - that's on you.