I am writting this post to share with all of you this new experiment that I am headed to, and report … of course.
Well, I’ve published the Android Versions, generated from Intel XDK( latest update ), and latest Gdevelop update. So, the results are( up to now ):
Number of installs( I am considering from google play and friends installing from APK without google play ): 36 Installs.
All of then from Android 4.1 to 5.0
One tablet( Android 4.1 )
Results are: 20 runs well and 16 had a kind of “crash”, or “black screen”.
I would like to create an update, but I do not know what to do about that. I have read all forums, and I do not know what to change. Reading about opengl, pixie(rendering engine),and other rendering engines, maybe is the main problem( please, I do not know exactly what is happening).
So, just for a test, I have instaled here in an old Android( droid 2 ), with cyanogen mod( android 4.0), and first I have a screen error, than, in a second time, a black screen( I know, I know… old phone ), but it runs Angry birds and fruit ninja.
The second test was to publish a gdevelop template( platformer game ), and use first: Inel XDK, and second: cocoon js. I have the same issue here. So, I can understand that is not the game itselve, but maybe a kind of “rendering engine”?
One thing that is common in all installed phones are : the fps is not the same that when we play the game from website( it’s always a bit slower). So… what can we do about that? ( when I say “we”, I am talking about all of us ); how can we improve this? How can I help about that?
Well, to finish… the web version runs ok, and at game jolt I have about 13.8 k plays, and … it runs well from Linux, MacOs and Windows. Here is the link:http://gamejolt.com/games/key-to-nowhere/59974
From Google play is here: https://play.google.com/store/apps/details?id=knt.chapter.I
The APK, without google play: https://www.mediafire.com/?15zy1e26fx8b5eu
The compiled Linux Version is fine too, no problems to run it( tested in 4 different machines ).