CocoonJS plugin updates

  • for me after adding res folder the black screen bug got sort out

    https://github.com/CocoonIO/cocoon-template-phaser

    veeru5656 tried adding res folder and editing config.xml to add icons but no luck. The problem is physics behaviour.

    The developer app says this:

    (the image posted few posts back)

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  • ludei

    Would you consider adding support for Google Saved Games to ATPGooglePlayGames? It's an incredibly awesome service that you can read about here:

    https://developers.google.com/games/ser ... savedgames

    We wanted to have a basic plugin before adding new features. Now we are planning to add new features, so we will investigate if it is possible to add this one too. At least, to the ATP. I can't guarantee that, even if we include it in the ATP for Google Play Games, it can be adapted to C2. I need to investigate it first. But we will have a look at it.

    Im still getting black screen. Without physics behaviour runs ok.

    Here are the files

    Source zip: https://www.dropbox.com/s/bls08z9hrh6t3ia/source.zip?dl=0

    Apk: https://www.dropbox.com/s/el4goc6uzyc5dkz/android-armv7-debug.apk?dl=0

    Have you sent your feedback through the feedback button? I really recommend you to do it because here I am just one and there they are many and all the developers will receive the issue.

    I think the new compiler is to complicated. I don't get it. Do i need to edit xml files, and remove files from the exported cordova application? i liked the old method better. This is much worse...

    Yes, you have to delete one single file: the config.xml file, and we will generate a new one at the cloud. The C2 exporter for Cordova is for Phonegap and the config.xml file includes plugins by default that are not supported by Cordova 5.0.0. Why do you think that is complicated?

    In addition, you don't have to edit by hand anything at the cloud if you don't want to. There are wizards and sugar code almost everywhere and we are still adding more. It is a beta, so we are still working on it, but I don't think it is complicated at all. If you have any suggestion for improving it, you can always send us a email using the Feedback button. If you like the old compiler, you still can use it if you want.

  • One thing I've been asking for since February is a direct download link to the CocoonJS player. Forcing developers to go through Google Play, or use the cloud compiler to run their projects narrows your maintenance down a bit, but c'mon guys, how difficult is it to simply post a link?

  • Noga

    Hi

    Did you do server settingin google play console?

    Check the following server setting again.

    https://github.com/cranberrygame/cordov ... er-setting

    Thanks

  • I finally build an apk.. But there's an scaling issue, its not filling the whole screen. It sits in the down-left corner.

    And text to speech doesn't work. (Cranberrygame text to speech plugin)

    But the apk filesize was awesome.. but yea. No luck this time

  • cranberrygame do you know if your Text To Speech plugin works with Cocoon.io?

    • i installed:

    Speechsynthesis

    org.apache.cordova.speech.speechsynthesis

    but no luck

  • xanxion

    Hi,

    Cocoon.io requires manual cordova plugin install.

    Do the following additionally.

    https://cocoon.io - Create project - [specific project] - Setting - Plugins - Custom - Git Url: 

    github.com/nmckeel/org.apache.cordova.plugin.tts.git - INSTALL - Save[/code:m01iu4n3][/p] [/p] Thanks

  • Thanks a lot cranberrygame.. That's a pretty cool feature!

    I hope it works. Now the only problem, is the scaling issue. But that is ludei i need help from!

    The scaling issue is a bit weird. When i click the middle of the screen where my button should actually be, then it activates. But the button is way down in the corner. o.O

  • Thanks a lot cranberrygame.. That's a pretty cool feature!

    I hope it works. Now the only problem, is the scaling issue. But that is ludei i need help from!

    Well, the provisional fix for the scaling issue was written on this topic:

    https://www.scirra.com/forum/cocoonjs-plugin-updates_p939689?#p939689

    One thing I've been asking for since February is a direct download link to the CocoonJS player. Forcing developers to go through Google Play, or use the cloud compiler to run their projects narrows your maintenance down a bit, but c'mon guys, how difficult is it to simply post a link?

    The link in Google Play is the only external link we provide, but it is just for testing the before starting to use the cloud, which is the real tool. It is thought as a showcase and fast testing. The real workflow is to use the cloud compiler to create a custom launcher as soon as you know how your project should work (and which environments and services you need).

    Our recommendation is to use the custom launcher rather than the one in the stores. The launcher at the store will be always worse than the one you can compile at the cloud, because this second one includes all the fixes as soon as we upload them. It shouldn't be required to compile a custom launcher more than once or twice per project if the settings are correct.

    In the new cloud there will be only one way of getting a launcher: compiling it from the project settings. We call it dev-app, but it is a custom launcher after all (with all the plugins, configuration and resources the original project has).

  • Thanks a lot cranberrygame.. That's a pretty cool feature!

    I hope it works. Now the only problem, is the scaling issue. But that is ludei i need help from!

    The scaling issue is a bit weird. When i click the middle of the screen where my button should actually be, then it activates. But the button is way down in the corner. o.O

    To fix the scaling issue it is also possible to just edit the preview.js(Line 434). You can find it under Construct 2\exporters\html5. It just needs to look like this:

    this.isRetina = ((!this.isDomFree || this.isEjecta || this.isCocoonJs) && this.useHighDpi && !this.isAndroidStockBrowser);

    It works for me without a problem.(Even minified)

  • ludei

    C4rtman

    Unfortunatly, that didn't work here. The scaling is now too big :O

    It seems like its now 4 times too big, instead of too small.

    Some info:

    Layout size: 462, 860

    WebGL = off

    Letterbox Scale

    Cocoon IO compiled with canvas +

    I used this code to replace the old:

    this.isRetina = ((!this.isDomFree || this.isEjecta || this.isCocoonJs) && this.useHighDpi && !this.isAndroidStockBrowser);

    ** EDIT **

    Works now, i just had to set WebGL back to on.

    Thanks for the quickfix - will this fix be implemented in the compiler at some time?

  • cranberrygame

    Text to speech works great now, but how about flashlight? and PhonegapPowermanagement?

    to keep the phone active (no sleep)?

    ludei

    also, the "on mobile back button pressed - browser close" dosnt seem to work.

    i can't exit the application.

  • Hi

    Did you do server settingin google play console?

    Check the following server setting again.

    https://github.com/cranberrygame/cordov ... er-setting

    Thanks

    Yes, the game and the plugin works with Intel XDK. There's only problem with Cocoon.

    edit >

    cat log from Eclipse says

    [quote:1k0y394n]The Google Play services resources were not found. Check your project configuration to ensure that the resources are included.

  • ludei

    C4rtman

    Works now, i just had to set WebGL back to on.

    Thanks for the quickfix - will this fix be implemented in the compiler at some time?

    Yes, you need WebGL by now.

    Well, it is not something we can include in the compiler. You are editing C2 runtime, so it is up to Ashley.

    also, the "on mobile back button pressed - browser close" dosnt seem to work.

    i can't exit the application.

    You need to use plugins for cordova.

    You can use our new plugins. The one for Canvas+ has an exit function:

    This plugin is the only one that does not require installation at the cloud. https://github.com/CocoonIO/atomic-plug ... oon-canvas

  • C4rtman

    [quote:2pe5amyg]To fix the scaling issue it is also possible to just edit the preview.js(Line 434). You can find it under Construct 2\exporters\html5. It just needs to look like this:

    this.isRetina = ((!this.isDomFree || this.isEjecta || this.isCocoonJs) && this.useHighDpi && !this.isAndroidStockBrowser);

    It works for me without a problem.(Even minified)

    thanks for info

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