Noga's Recent Forum Activity

  • Can I export using Crosswalk and use the Google Games services plugin?

    Check out this topic, there's a plugin just for that.

    Edit>

    Hah, didn't even look at the date....well

  • This post is to help others to decide what to choose for exporting. I'm talking only about current Android situation. It may change in the future, but I don't expect anything radical in the next 6 months.

    Quick answer: go for the new Cocoon.

    Long answer:

    Last 5 months, I've spent many hours testing various crosswalk versions.

    I've used C2 template to make a simple game for testing and here are

    latest results

    .

    This "1 tiled background & 3 sprites" game is basically unplayable on 3 devices. Future crosswalk version should fix infamous v-sync lag, but it won't fix low fps on those devices. Gigabyte GSmart Guru G1 & Asus Fonepad 7 FE170CG might not be bestsellers, but Samsung Galaxy Tab 3 certainly was and it has a big market penetration. Two months ago it was over 5%, now it sits around 1.7%, good it's getting better. Still, those are a year old devices and won't go away quickly.

    To sum it up.

    It's a pity, there's no way to tell in the Google dev console to not support devices with webGL blacklisted GPU. From my testings those are problematic devices and turning the flag off doesn't help much. One option is to set higher Android OS version, but since Samsung Tab 3 and other can have KitKat version, it's useless. Another option is to allow only devices with OpenGL ES 3.0+ support, this should mean only devices with good gpu will run your game. This can be set via a simple plugin. Downside is it cuts off like 65% devices and that's too much.

    So yeah, export with Crosswalk if

    • you don't care the game will lag on 50%+ devices
    • it will run good, but only on 35% devices (OpenGL ES 3.0+)
    • it will run good, but only on 12% devices (Android OS 5.0+)
    • your game has static background and mostly static sprites (i.e. logic game)

    I want my game to work on at least 80% devices and of those devices if 20% or less have some problems it's still ok. Given the current situation I wouldn't recommend exporting with Crosswalk. Cocoon looks promising, though. I tested my game on that problematic Galaxy Tab 3 and it looks and runs good, plus half sized apk. Crosswalk might be viable option next year.

  • shinkan

    I've tried your test on Samsung Galaxy Tab 3 7.0 SM-T110

    webGL

    Vivante GC1000

    10-11% CPU

    44-47 FPS

    XDK export is unusable at this moment for scrolling games or anything which involves moving sprites.

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  • By version code you mean in this page right?

    Yes. Try compile new apks with version code 15 and upload them to the Google dev console and deactivate both 12 and 14.

  • Problem is i never had any versions previously, and the version 12 is the arm file that was compiled from cocoon io.

    What's that version 14? There's no native platforms filled. It counts version 14 as an arm version, so it wants you to deactivate the version 12. You'll have to change the version number in Cocoon from 12 to 14 or higher or delete version 14 or reupload version 14. It should look something like this.

    60014 (1.0.1) x86
    20014 (1.0.1) armeabi-v7a
    [/code:rrw2arnc]
  • Appodeal now building succeeded with cocoon.

    Thanks, I'll try it out.

    You'll have to deactivate version 12.

  • cranberrygame

    Thank you Sang, are you going to fix all your plugins? I'm interested in:

    • Google Play (leaderboards & achievements)
    • IAP - maybe not necessary as this one should already work with the official Cocoon C2 plugin, but I haven't tried it
    • Appodeal
  • isasaurio

    I've tested it on 2 tablets and it works without a problem.

    testing devices:

    Samsung Galaxy Tab 3 SM-T110 - Android 4.4.2

    Samsung Galaxy Tab Pro 8.4 SM-T320 - Android 4.4

    btw. nice game, good luck with it.

  • Can you post a link to the game?

  • Egyptoon

    It's waiting mode....again

    Cocoon is still in beta and you can't use all features, yet.

    You can't use all plugins, there's a problem with cranberry plugins, but it's to be fixed. You can use C2 plugin from Ludei, but there are only ads and IAP so far. Than webGL, black screen and some other minor problems.

    When all those bugs are gone, it'll be great and I'll migrate from Intel XDK to Cocoon, because performance and app size is great. Hopefully, major ones will be eliminated within this month.

  • The Google Play Store link doesn't work anymore. Has the app been pulled out?

  • Try compiling without ATP ads object

    Thanks, it works now, had to remove all plugins, though

    Where are you testing your game? Did you compile a developer app?

    I recieved an email with errors when compiling first time, it's like 5 pages long!!!

    All pointed to the cranberry plugins, so I removed them. Than it successfully compiled, but I couldn't run it = after cocoon logo black screen appeared and stayed, music was playing, just no graphics.

    I run Eclipse to see errors, but catlog was again 5+ full pages.

    Compiled dev app and run it = finally it showed something readable - "window.cordova not found" error.

    Removed all ATP plugins, IAP & ads, from C2 file and from cloud as suggested

    => It works, yay. There is still that "Not found getElementById: c2canvasdiv" warning, but I remember it was also in the old compiler.

    Works, but can't use any plugin.

    Please, make work IAP, Ads, Achievements&Leaderboards and I'm happy man

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Noga

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