construct & cocoon js - collected experiences

  • roberto I haven't tried this yet but R0J0hound made a nice .capx example showing how you can make sprite font by implementing it with events here:

    http://www.scirra.com/forum/suggestionsprite-font_topic44315_post277605.html#277605

    I don't see why this wouldn't work with CocoonJS. With a little trial, and error you should be able to display different fonts at different sizes.

  • roberto, like Wink said, I also used spritefont before normal fonts were working in cocoon js.. Found it a bit of a hassle to make the spritefonts, but it works.

    I wrote to the ludei support and asked for more information about the ad-ID and how the ad-system should work. I'll post here if ludei support answers.

  • Thanks guys, I'll try it!

  • roberto

    You could start trying with this demo We made: storage.cocoonjsservice.ludei.com/demos/cjs1868640862282854491fonts.zip

    If you have problems with one of the fonts or the sizes, please contact us and We will give you detailed support.

    Thanks!

  • ludei

    Thanks for replying. I saw your example but the problem is that the c2runtime.js I get after compilation with C2 handles text in a completely different way from your main.js .

    ie. (excerpt from my c2runtime.js code for a line of text:

              [                     [121.5, 342, 0, 158, 30, 0, 1.5922e-005, 1, 0.5, 0.5, 0, 0, []],

                        80,

                        [                     ],

                        [                     ],

                        [                          "Text",                          0,                          "9pt Comic Sans MS",                          "rgb(255,204,0)",                          1,                          0,                          1,                          0,                          0                     ]

                  ?]

    So it's really not clear to me if and how I'd rewrite this to match your example and simply adding a folder with the different fonts unfortunately doesn't do the trick...

    All best,

    Roberto

  • ludei, do you have any information on this topic?

    "Today I tried to use Ads with cocoon JS, but as cocoon js uses "mopub" as ad provider, I assume that <<somewhere>> I have to enter my mopub ID to get the ads showing up in my game. Has anyone have any information on where to do this?"

    Thanks

    Edit: They told me it works via the new cloud compiler, but it's in beta at the moment. We should see more of it in as this gets finalized

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • roberto

    The font Comic Sans MS is not supported on the iPhone. You should put the .ttf file on the fonts folder.

    Thanks!

  • ludei

    I'm still having issues with fonts: while the font demo works fine, if I do a new project in C2 which just displays a few different fonts (abduction, digitalism, paint boy, scharzwald and times), include a fonts folder with all those ttf files in the exported zip for CocoonJS and then launch the app, all fonts look the same (arial) though with the proper font size.

    Any idea?

    BTW, I'm using C2 r105 and an iPhone3GS with the latest iOS for testing.

    Thanks!

  • Hi!

    Have someone managed to get clay.io working with construct 2? :)

    Thanks!

  • Hi,

    I am also looking at AJAX support from CocoonJS. Any updates?

    Thank you!

  • I updated my ipad 2 to ios6 and after that all new zip files with my programs (size up 10 M) that was publish with version r109 and r108.2 do not want to load (it loaded, then unzip , then start to show regular loading bar and in the end going back to main page of ipad). The same zip files were opened and played on Android (Samsung Note). Any ideas?

  • One more questions. What sound format must be loaded for Android? I thought it should be ogg , but in reality played format mp4(I deleted all sound with format ogg). Did I miss something here?

  • I am having an issue previewing over wifi with the CocoonJS app on both iPhone 5 and iPad. I get the fps display but the screen is just black. Any ideas?

    Sorry for cross posting.

  • One more questions. What sound format must be loaded for Android? I thought it should be ogg , but in reality played format mp4(I deleted all sound with format ogg). Did I miss something here?

    Supported formats: "audio/mpeg", "audio/mp4", "audio/x-wav"

  • I am having an issue previewing over wifi with the CocoonJS app on both iPhone 5 and iPad. I get the fps display but the screen is just black. Any ideas?

    Sorry for cross posting.

    The FPS counter is also a button that gives you access to the CocoonJS debug console. Please, check if there is any error. If not, please, contact us using our support page: ludei.com/about

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