Consider Cocoon if XDK is not working (updated)

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2D fighting template based in the game that defined the fighting games genre.
  • Shame cocoon doesn't support webaudio, somewhat limits the capabilities of audio processing just having html5audio?

  • you could ask them to see what it would take to add it.

  • you could ask them to see what it would take to add it.

    They said it's not on their roadmap, I must emphasise it doesn't work in canvas+, I'm sure webview is fine but I think it's a bit of an oversight on their behalf.

  • well if they don't see the value in it it's not an oversight.. if it's not on their roadmap they left it off for some reason.

    honestly i haven't seen much difference between webview and canvas+ maybe file size differences.. but no major performance differences. if you need better audio maybe that's an option? sacrafice some canvas+ benefit. plugins should all still work with webview right? well other than the canvas+ plugin.

  • well if they don't see the value in it it's not an oversight.. if it's not on their roadmap they left it off for some reason.

    honestly i haven't seen much difference between webview and canvas+ maybe file size differences.. but no major performance differences. if you need better audio maybe that's an option? sacrafice some canvas+ benefit. plugins should all still work with webview right? well other than the canvas+ plugin.

    Well I think a good deal of users would find value in WebAudio:

    [quote:3smoezll]HTML5 Audio element = basic playback by embedding audio data in HTML.

    Web Audio API = An ECMA Script (JavaScript) based API to support audio capabilities comparable to these of a modern stand-alone PC, such as:

    • mixing
    • processing and filtering (e.g. cave or cathedral effects etc., distance attenuation, doppler shift etc...
    • tasks related to audio production applications
    • capabilities found in modern game audio engines

    Seems like a pretty important one to leave out for a supposedly do-it-all compiler.

  • Putting the request in on their forum should give others the opportunity to reflect your feelings. I'm sure if everyone or even a lot of people.. were to resonate that it IS important they would adjust things accordingly. I think it would be great, but i have yet to even mess with C2's audio effects at all..

    audio is pretty unimportant for mobile.. most people play games with sound off or very turned down.. music often adds a lot of bulk to a game. it's shame because i like writing music, but when faced with efficiency and the reality of mobile experiences.. it becomes hard to invest much time / energy / money into sound.

  • Putting the request in on their forum should give others the opportunity to reflect your feelings. I'm sure if everyone or even a lot of people.. were to resonate that it IS important they would adjust things accordingly. I think it would be great, but i have yet to even mess with C2's audio effects at all..

    audio is pretty unimportant for mobile.. most people play games with sound off or very turned down.. music often adds a lot of bulk to a game. it's shame because i like writing music, but when faced with efficiency and the reality of mobile experiences.. it becomes hard to invest much time / energy / money into sound.

    That's why modules interest me, if you know how to write them in trackers, you can have a massive song that's size is limited only by the size of the individual sound of one note, they were used in the 90s to keep sizes down whilst using unique tones outside of adlib/whatever midi synth you had connected and they'd be cool to use today.

    i have put a request in but they want me to contact their sales team about hiring them for a plugin which I feel is a bit cheeky for a fairly standard feature that isn't really all that specialist at all.

  • There's many people who have sound/music issues with iPhones on recent iOS versions here:

    Are you guys saying CocoonIO doesn't have audio issues?

  • I haven't had any audio problems. personally. I did have audio issues with some plugins and XDK.. but not with cocoon io

  • Regarding the sounds. I use Canvas+ atm and sometimes when you go off the app (for instance to rate it, or even to check an email) and back, all sounds get muted and you have to restart the app. But that's not a critical issue. To me personally critical issue is that CocoonIO requires many unnecessary permissions.

  • what kind of permissions are you talking about? what doesn't work?

  • CocoonIO adds permission requests to the app like Calls (phone status etc.), Location, Vibrations... can't remember them all from the top of my head. My app actually does not need any permissions except the IAP ones. After Compiling with CocoonIO I have a bunch of Permission requests which looks scarry (expecially the combination of Location and Calls).

    On CooconIO forum they say that for instance Location is required by adMob plugin (!?).... etc.

    I want to release the game... and if I want to do it now I have to choose between "clear permissions" but minSdk API not set using IntelXDK or minSdk API set but messed permissions with CocoonIO... Life is hard! ... I think I'll wait for Intel to fix the API issue.

  • you must be talking about android. iOS is transparent.

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  • Yes I'm talking about Android.

  • once again all the more reason why Scirra needs to make iOS/Android wrapping part of the C2/C3 environment.. something like how they integrated node webkit.. waiting for Intel to fix something is no way to make a business.. i'm not saying cocoon io is perfect but it's proving to be the more reliable option.. i've been f'd over by broken plugins / xdk for months.. it's fine for hobbyists but not for professionals.

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