CocoonJS plugin updates

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Fantasy Game includes more than 600 sound effects inspired by hit computer games like World of Warcraft and Diablo.
  • ludei

    How long +- BETA phase will take?

    in case of some Construct 2 incompatibilities - do you need any support from Scirra?

  • ludei

    Sent you a reply by email.

    Noga

    See the last post by ludei

  • Can you send us the zips you are using so we can reproduce and debug the problems?

    Here are my files

    .capx

    .apk

    .zip

    results - fullscreen only on one device

  • [quote:2rld2fs5]Here are my files

    .capx

    .apk

    .zip

    Thank you for t¡the files. We have tested the attached apk on the Nexus 7 and it was not fullscreen. But after creating a new compilation in the cloud with the zip file, now the game is fullscreen on the same device. The difference between both compilations is the cocoon_canvasplus.js (automatically injected when you compile with canvas+). You apk was not using the latest version. When did you compile this APK? We updated that javascript file 3 days ago. Try this apk https://db.tt/x76en6Wz or create a new one in the cloud.

    [quote:2rld2fs5]Curious how the dev app displays correctly over wifi. Fills the whole screen.

    Something happening during C2 export, or a difference in how the dev app works? Hopefully not the later...

    Just tried your latest compilation apk in 4 devices and its full screen on all of them :-S. Attached image (Nexus 4, Galaxy S3, Galaxy Tab 10.1 and Nexus 7 1st gen):

    https://dl.dropboxusercontent.com/u/22509177/IMG_0214.JPG

    Please make sure that your apk is replacing previous installed versions. If the devapp runs ok, the compilation apk should work the same way, it's exactly the same render engine. The only difference can be if you are changing some canvas+ settings in the devapp, but with the defaults it should be the same.

    [quote:2rld2fs5]How long +- BETA phase will take?

    in case of some Construct 2 incompatibilities - do you need any support from Scirra?

    Probably we will need the fix to be included in c2runtime.js. But let's make sure that if solves all the problems before doing it <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    Regarding the BETA phase, it depends on when we finish some pending tasks, can't tell you a official date yet <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    [quote:2rld2fs5]I was able to get my game to export correctly using the new c2runtime.js change. The only issue I seem to have at this point is collisions don't work. Any ideas how to fix that?

    Can you attach a testcase?

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  • ludei the file size's for the apks seem to have gotten larger. My previous apks were 10.5mb , 6.5mb for the 2 files now its 16mb for a single file? when installed its 31mb as compared to 25 mb installed

  • ludei

    Downloaded the latest build...and it works! Fullscreen on the debug app. Getting great perf.

    Couple more issues/questions:

    1. Now that I'm paying attention, I'm noticing a lot of latency on triggering sounds in game, aprox 500ms worth. Definitely more than is usual for android, and to the point of being very distracting for sounds that originate from collisions.

    I googled and found some old references to that problem, but nothing recent. Any updates on this? Anything we can do on our end?

    2. I noticed that there are only 2 apks now; it seems arm7 and x86 builds have been merged. I don't know why this was done, but I would strongly discourage bloating the apk by bundling in both runtimes, or at least make this an option we can disable.

    For an android user on an x86 platform, this would effectively make my game 250% larger than the platform specific build.

    On mobile we often go to great lengths to shave of a couple MBs off the final file; it's a trivial process to upload 2 apks vs 1.

    Noga

    Can you retest w/ newest builds?

  • ludei

    Downloaded the latest build...and it works! Fullscreen on the debug app. Getting great perf.

    Couple more issues/questions:

    1. Now that I'm paying attention, I'm noticing a lot of latency on triggering sounds in game, aprox 500ms worth. Definitely more than is usual for android, and to the point of being very distracting for sounds that originate from collisions.

    I googled and found some old references to that problem, but nothing recent. Any updates on this? Anything we can do on our end?

    2. I noticed that there are only 2 apks now; it seems arm7 and x86 builds have been merged. I don't know why this was done, but I would strongly discourage bloating the apk by bundling in both runtimes, or at least make this an option we can disable.

    For an android user on an x86 platform, this would effectively make my game 250% larger than the platform specific build.

    On mobile we often go to great lengths to shave of a couple MBs off the final file; it's a trivial process to upload 2 apks vs 1.

    Noga

    Can you retest w/ newest builds?

    i agree I feel the previous 2 apks was better this increased the file size download and instal to sizes I dont want lol....

  • > ludei

    >

    > Downloaded the latest build...and it works! Fullscreen on the debug app. Getting great perf.

    >

    > Couple more issues/questions:

    >

    > 1. Now that I'm paying attention, I'm noticing a lot of latency on triggering sounds in game, aprox 500ms worth. Definitely more than is usual for android, and to the point of being very distracting for sounds that originate from collisions.

    >

    > I googled and found some old references to that problem, but nothing recent. Any updates on this? Anything we can do on our end?

    >

    > 2. I noticed that there are only 2 apks now; it seems arm7 and x86 builds have been merged. I don't know why this was done, but I would strongly discourage bloating the apk by bundling in both runtimes, or at least make this an option we can disable.

    >

    > For an android user on an x86 platform, this would effectively make my game 250% larger than the platform specific build.

    >

    > On mobile we often go to great lengths to shave of a couple MBs off the final file; it's a trivial process to upload 2 apks vs 1.

    >

    > Noga

    >

    > Can you retest w/ newest builds?

    >

    i agree I feel the previous 2 apks was better this increased the file size download and instal to sizes I dont want lol....

    I agree with that.

    It's better keep two separated files or at least make optional.

  • When did you compile this APK? We updated that javascript file 3 days ago. Try this apk https://db.tt/x76en6Wz or create a new one in the cloud.

    Yes, I must've compiled it just before the update. Now, it works, thanks.

  • 2. I noticed that there are only 2 apks now; it seems arm7 and x86 builds have been merged. I don't know why this was done, but I would strongly discourage bloating the apk by bundling in both runtimes, or at least make this an option we can disable.

    For an android user on an x86 platform, this would effectively make my game 250% larger than the platform specific build.

    On mobile we often go to great lengths to shave of a couple MBs off the final file; it's a trivial process to upload 2 apks vs 1.

    Yes, they should split the file again, because now it's getting size similar to the Intel XDK.

    My game apk size

    Cocoon - before the merge - 15mb

    Cocoon - latest export - 23mb

    Intel XDK - 30mb

    On one export the fps was low, now it's ok, than I got black screen, it's ok now. On one export, the game is fullscreen, but it's scaled up too much, opposite to the problem before. The game is full screen, but I'm seeing just upper left quarter of the game. I'm still doing testing and trying various settings, it's taking a lot of time.

  • TiAm What did you do to fix the screen scaling issue? I tried the ludei suggestion by changing the line in the c2 runtime yet I still get like...12 instances of my game running on screen. It runs well enough but...not exactly ideal.

  • ludei

    I have couple problems

    • In my game when a user presses the back button, it should show quit menu, but it instantly closes the app.
    • After Cocoon logo, the screen is black until it loads the game. Is there a way I can show a user loading progress/spash screen?

    cranberry

    Thank you for the Google Game services plugin, there's no error when compiling an app anymore, but there's a one new. Can't login to the service. It always shows "Unknown error" alert.

  • ludei

    Hi everyone, I am close to releasing a new game and I am not sure if I should use your old cloud compiler or the new cocoon.io. Is it stable enough for a release? Can I move my older project over to the new compiler(when it's stable) or will there be problems with things like local storage and PlayGames/Gamecenter?(Are the Game-services already functional?) I didn't do much with the new cloud yet but it looks really nice

  • I'm finding it very tempting, though my main reservation is the extremely high sound latency I'm seeing, and that some people are still reporting issues with the fullscreen formatting...though it's working fine for me.

    Wish we could use Google Play Saved Games feature...would make it easy to save progress in the cloud, and switch from CJS to XDK export if we need to, without losing a player's progress.

  • Wish we could use Google Play Saved Games feature...would make it easy to save progress in the cloud, and switch from CJS to XDK export if we need to, without losing a player's progress.

    +1 for this feature. What needs to be done to make it into the C2?

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