Consider Cocoon if XDK is not working (updated)

  • I did recently make a cocoon io project:

    https://itunes.apple.com/us/app/humped/ ... 73409?mt=8

    then i hit a snag with cocoon io (their plugin database got messed up and i was getting a mysterious black screen that i couldn't get to go away..sooo.. i moved over to xdk to make this one:

    https://itunes.apple.com/us/app/smod-th ... 54828?mt=8

    I was overall pleased with my return to xdk. I did HATE all the icons you have to submit manually.. Cocoon IO does it all with one graphic. Built times were fast on both. Cocoon IO's still got XDK beat in APK size. Cocoon IO makes APK sizes that are a fraction of XDK's crosswalk.. performance wise I couldn't tell a difference. Both were snappy.

    I liked using cocoon's native plugins and it's just nice to not need to rely on unsupported ones like the cranberry ones (Sang Ki is a great guy, he just doesn't have time to address issues promptly) where the cocoon ones are officially supported for C2 so if something isn't working you can bring it up and get some support, though they are not fast when you're a silver or free user.

    In my case this time though, I found that admob and google analytics worked with with XDK. Overall I felt fairly 50/50.. though my next game I will start with Cocoon IO and this time hope the black screen problem doesn't come back again. That crap is annoying. I can never really clearly get an answer to what is wrong and why it's doing it.. knowing the nature of the problem could better help me understand where I'm doing something wrong to fix it.. anyway, at this point, I think they are both great. Cocoon IO is better for smaller android apps but frankly I still see android as secondary... and iOS as the main and in both cases iOS apps are small.

  • I did recently make a cocoon io project:

    https://itunes.apple.com/us/app/humped/ ... 73409?mt=8

    then i hit a snag with cocoon io (their plugin database got messed up and i was getting a mysterious black screen that i couldn't get to go away..sooo.. i moved over to xdk to make this one:

    https://itunes.apple.com/us/app/smod-th ... 54828?mt=8

    I was overall pleased with my return to xdk. I did HATE all the icons you have to submit manually.. Cocoon IO does it all with one graphic. Built times were fast on both. Cocoon IO's still got XDK beat in APK size. Cocoon IO makes APK sizes that are a fraction of XDK's crosswalk.. performance wise I couldn't tell a difference. Both were snappy.

    I liked using cocoon's native plugins and it's just nice to not need to rely on unsupported ones like the cranberry ones (Sang Ki is a great guy, he just doesn't have time to address issues promptly) where the cocoon ones are officially supported for C2 so if something isn't working you can bring it up and get some support, though they are not fast when you're a silver or free user.

    In my case this time though, I found that admob and google analytics worked with with XDK. Overall I felt fairly 50/50.. though my next game I will start with Cocoon IO and this time hope the black screen problem doesn't come back again. That crap is annoying. I can never really clearly get an answer to what is wrong and why it's doing it.. knowing the nature of the problem could better help me understand where I'm doing something wrong to fix it.. anyway, at this point, I think they are both great. Cocoon IO is better for smaller android apps but frankly I still see android as secondary... and iOS as the main and in both cases iOS apps are small.

    Is this with crosswalk or webview? I'd have thought once webview has phased out crosswalk, between the improved apk size, the performance should be as good?

  • I don't know about webview.. i just know in xdk i built for android and the apks were bloaty... where with cocoon io it wasn't. Maybe there is some trick I don't know about, but this was only like last month that i did it so I don't know how long it's been since crosswalk was phased out. I haven't touched XDK in well over a year.

  • I don't know about webview.. i just know in xdk i built for android and the apks were bloaty... where with cocoon io it wasn't. Maybe there is some trick I don't know about, but this was only like last month that i did it so I don't know how long it's been since crosswalk was phased out. I haven't touched XDK in well over a year.

    I think webview is what android 5+ can use, so eventually you won't need crosswalk and apparently performance is the same as cocoon.

  • cool, honestly i think they are both equal for the most part.. i haven't made a game yet that performed bad on either. even the bloat on crosswalk i don't really care about. as long as plugins work i'm happy. i had no problems with xdk / plugins this time which was nice because i've fought with them before and it was hell.. cocoon dropped the ball on my latest game with the admob plugin bug their servers had.. and then the blackscreen problem was disappointing.. but yea xdk was good for me this time. What is nice though is when one fucks up.. at least there is an alternative. and XDK has fucked up royally in the past.. so I have no faith in either at this point.. my next game i'll probably try cocoon again first just because their plugin management is superb and the single image that makes all the graphics you need in one action are glorious.. but yea if i can't get games to work then i'll try xdk as a plan b.

  • I tried my game in the two, Cocoon had some lags with the data load that I did not notice in XDK, also cocoon does not do the fseek function correctly in the sound, that is to say, change of temporal position a sound or song, there is also lag there. I also had black screen error. In this occasion XDK was much better for me but in the management of plugins and all that cocoon affair seems to me faster.

  • Is there an updated guide for compiling a game with xdk? It's been a year since I tried it and I'm happy to build for the future and skip crosswalks bloat in favour of webview to target 5.0+ android versions. With cocoon I only used Adsense and leaderboards, and I bought cranberrys but never used them. The old shutter box guide is down now, is there one I could follow that's up to date?

  • Is there an updated guide for compiling a game with xdk? It's been a year since I tried it and I'm happy to build for the future and skip crosswalks bloat in favour of webview to target 5.0+ android versions. With cocoon I only used Adsense and leaderboards, and I bought cranberrys but never used them. The old shutter box guide is down now, is there one I could follow that's up to date?

    To me webview has always given me a problem, when you start the application, often a dark color bar appears at the bottom of the screen, this causes the full screen does not run, then you have to send the application to the background and recover it again, or close it and reopen it. I like WebView but it should be a bit faster and fix that problem.

    Or maybe it's a C2 problem?.

    I do not know an updated guide but I think it is not difficult to compile with XDK.

  • I made a guide <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    https://shatter-box.com/knowledgebase/i ... nstruct-2/

    If you are missing something, let me know.

    Regards

    Andy

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • yea i may rename this thread to "consider cocoon" heh.. I've been lucky really. performance for anything I've ever made has been great on both. I don't know what games people are making that struggle but it would be interesting to find out what games struggle. maybe there is a common issue or certain issues that are inherently more cpu demanding and don't play well with the wrappers (XDK or Cocoon) since they both approach things slightly different.

  • I made a guide <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    https://shatter-box.com/knowledgebase/i ... nstruct-2/

    If you are missing something, let me know.

    Regards

    Andy

    That's the one! Does this guide cover the newer webview export?

  • > I made a guide <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    > https://shatter-box.com/knowledgebase/i ... nstruct-2/

    >

    > If you are missing something, let me know.

    >

    > Regards

    > Andy

    >

    That's the one! Does this guide cover the newer webview export?

    Yes it's for the latest XDK version <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    You can also find a video for iOS here.

    Subscribe to Construct videos now

    Regards

    Andy

  • Also, I found the cocoon.io performance (for my very pre pre alpha game) (using the accelerated Canvas+ option) to be maybe 20-30% better than native browser and other wrappers.

  • Also, I found the cocoon.io performance (for my very pre pre alpha game) (using the accelerated Canvas+ option) to be maybe 20-30% better than native browser and other wrappers.

    Was that better than the latest XDK?

  • Okay, so before I start trying to learn xdk again, let's say I target only android 5+

    • is canvas+ still faster than xdk webview or xdk crosswalk?

    • is canvas+ still smaller than xdk webview or xdk crosswalk?

    • do cranberrys leaderboard and in app ad plugins work yet or are there official solutions now?

    • actually, what does Ashley actually think?

Jump to:
Active Users
There are 1 visitors browsing this topic (0 users and 1 guests)