Consider Cocoon if XDK is not working (updated)

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  • well the reason they don't do this is probably because it really requires true emulation of a device (like you do in xcode) and this isn't open source for anyone to do. Android would be more likely a platform that could be easily emulated by developers.

    It does make you wonder if an IPA can be side loaded into an emulator.. I may need to look into that. Same with Android but seeing that android is usually my secondary market I'd like to insure iOS works before android.

  • There is a bug with LocalStorage in XDK/Safari for iPhones.

    part12studios

    Do you use LocalStorage for iOS and it works fine with CocoonIO?

    I know they implement their own WKWebView, Webserver and such for it, that is different to Cordova and XDK uses.

  • yea localstorage seems to be working ok for me so far. I'm not doing anything too complex with that though my current project is using about 8 different local storage objects..

  • yea localstorage seems to be working ok for me so far. I'm not doing anything too complex with that though my current project is using about 8 different local storage objects..

    Good to know.

    I'll use whichever one works.

    The confusing thing about CocoonIO is their pricing, basically if you pay a single month and compile your game, what if the subscription is not renewed, your game is already on the market, it works, right?

  • see next post.. server made a duplicate

  • yea it would still work.. what you're paying for are two big things (for the silver plan, which is what i have)..

    • 10 projects instead of 2
    • faster cue for compiling..

    so i guess if you let it expire then you'd go back to 2 projects. which ones you keep i don't know.. maybe the most recent ones.. but really if you're only doing 1-2 games.. you can use the free version.. really the faster cue time is nice but not like mega difference.

    I paid the $120 for the year mostly to support the service.. people using it for free really can't bitch about anything.. at least as a paying customer we're helping them keep going..

    so many people are accustomed to everything being free because of google or whoever.. they forget most people don't have billions of dollars in the bank.. they actually have to make money off their service.. so I'd like Cocoon IO to stick around and get better for Construct 2 users.. so I give support them

  • Im a buildbox user, you have limited controls over it, construct 2 is better if you want to take total control of the game you're making. I created Jumpy Dragy (Flappy bird style) in less than an hour. You can make game on buildbox faster but limited. I still vote for construct 2 and excited for construct 3.

  • chayd thanks for sharing that about buildbox. gamesalad i think is also more like buildbox.. easy to use, but very much a "walled garden" and the move very slow.

    in some ways this can be good though.. sometimes working within limitations can improve productivity. i must admit there are times i miss that about the games i made in GameSalad, but it's lack of features / lack of plugins / slow evolution drove me away because I had outgrown it.. but leaving that did leave some features behind that i miss.

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  • I just made an app that runs near (if not) 60 fps, just fyi:

    A sample made with Intel XDK (to test the framerate, etc.):

    https://play.google.com/store/apps/deta ... xingroyale

  • I just made an app that runs near (if not) 60 fps, just fyi:

    A sample made with Intel XDK (to test the framerate, etc.):

    https://play.google.com/store/apps/deta ... xingroyale

    Is that after the recent xdk update?

  • STARTECHSTUDIOS what plugins are you using? XDK for me has been fine until I was needing to count on plugins.

  • Zebbi Yes, the most recent update...

    part12studios I'm using the Ads Plugin from this page, working nicely <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://www.scirra.com/tutorials/4896/s ... arning-ads

  • cool the less plugins the better.

  • part12studios Have not been on the forums much and just reading this. I am using XDK and I have not had any build issues in awhile. I'm using cranberry's Admob, Unity, Facebook, and Vibration plugins. Would you recommend I switch over before publishing to stores?

    What problem are you having with LocalStorage? I use it with XDK and it works fine. 40+ values.

  • CDogs1964 sounds like you've found a unicorn combination. If it's working for you just go with it till it doesn't. However I will say it's still worth looking into at some point.. not just strictly from a plugin perspective but nice things like MUCH easier management of plugins, though with your luck the difference may not be appreciated.. a single graphic you provide gets turned into all the required icon sizes needed. if you've ever had to go into photoshop to do 72x72.. 96x96.. etc etc.. you know what I'm talking about. Also for people who favor making games for android, Cocoon IO makes incredibly small android games.. Crosswalk introduces 19mb + your game. While Crosswalk I've seen be as little as 2mb + your game.

    what version of XDK are you using? are you building 4.1.2 or 5.1.1? what versions of each of the plugins are you using as well? oh and what version of Construct 2? I don't really expect you to answer all that stuff, but what i've experienced

    I've used all of those plugins except facebook and have had them work at one point or another and then have them not work... except admob.. that one has been pretty damn steady through it all.

    the thing that has tripped me up and others I have spoke with is one day a plugin works then you update something.. or you don't update something and it breaks. heh. So it's just been, in my experience a moving target and sure a solution usually presents itself but if I'm working on a project for someone else.. up time is super important to stay on schedule.. not as much time to wait on someone to update something.

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