I've seen the comments about C2 and CocoonJS

  • This is a game is using Game Closure technology, it looks like a robust game including IAP purchases, it has been done with Javascript/HTML5.

    It's not Corona SDK, neiher other frameworks for iOS. It's HTML5.

    https://itunes.apple.com/US/app/id568975017

    We shouldn't wait to CocoonJS updates, it's time to deploy our games to iOS and Android with Game Closure.

    that looks awesome <img src="smileys/smiley20.gif" border="0" align="middle">

    btw just got back from CocoonJS / Ludei forum, and it's kinda sad how they never answer questions on their own forum. (Ludei last post was on July 11)

    http://cocoonjs.vanillaforums.com/discussion/6/integrate-cocoonjs-with-construct-2/p8

  • Potato

    above link is the best summary on "Ludei approach to developers" topic

    +1 for GameClosure exporter (but with ads, plz)

  • Joannesalfa does your game run smoother with game closure I mean in frames or runs the same as with cocoon?did you notice a diferrence?

  • Try Construct 3

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

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

    Thanks for your answer! It's good news to see that you start to search for alternatives. Maybe you can have a look to Ejecta on IOS, it works perfectly, the only thing missing is the memory mangement, but maybe you can add it ? As you know, 0+1 has already done an external exporter.

    Speaking about the memory management, here is the answer Ludei gave me on their blog, but maybe i not used the good words and they misunderstood, cause i said "layout by layout loading", otherwise, if i understand well, it seems that Ludei was not really considering it :

    "Hi,

    We�re working on improve the iOS7 support for the next update and yes, the controller will be ready.

    We don�t have nothing about the layout by layout loading at moment, but thanks for the feedback. Some Construct2 users sent us messages about it so will consider.

    Thanks!"

  • This is a game is using Game Closure technology, it looks like a robust game including IAP purchases, it has been done with Javascript/HTML5.

    It's not Corona SDK, neiher other frameworks for iOS. It's HTML5.

    https://itunes.apple.com/US/app/id568975017

    We shouldn't wait to CocoonJS updates, it's time to deploy our games to iOS and Android with Game Closure.

    Joannesalfa

    cool to see in-app purchases implemented succesfully,

    is it yours?

  • Joannesalfa does your game run smoother with game closure I mean in frames or runs the same as with cocoon?did you notice a diferrence?

    I can't really compare my game between cocoonJS and Game Closure.

    You should try Kiwi Run! in Android or iOS, I tested this game on my iPod touch 4, it runs really nice like native performance.

    There a game space blaster I could compare between cocconjs and game closure.

    You can download APK from Game Closure port from C2.

    https://github.com/bubbleboy14/scblaster

    and you could export Space Blaster with cocoonJS. I tested with CocoonJS launcher.

    I tested with my android tablet, there are results:

    -CocoonJS: Choppy performance, less playable, lag when appear a group of mines.

    -Game Closure: Fair Playable, No choppy performance, can handle a lot of objects like mines.

    You can download this APK, judge yourself.

    I personally think Game Closure is definetly helpful tool when you are ready to distribuite your games in iOS and Android without a mobile device to test (unless you should test with touch index), waiting to CocoonJS update is too excessive.

    Please every C2 users should convince Ashley to allow Game Closure exporter in future updates. We don't even know how to create our own exporters from C2.

    ghost No, it's an example for using Game Closure DevKit. It seems successful.

  • Thanks for pointing out Game Closure: I didn't know about it and it looks like a very interesting alternative. I'll definitely check it out!

  • Joannesalfa thanks for the info I'll try to run both apk's in my phone (armv6) and in my tablet and I will post the results.I really spend an hour with game closure. trying to find out how the h... can export the HTML file to apk but without success. I lost the way somewhere between github(?) and command prompt.Yes I'm a noob!!so Ashley do us a favour and please try to add game closure exporter soon.pleeeease

  • While there were some initial problems I think cocconJS is the best option we have right now. It worked fine for my game (see sig). Keep in mind it only works with iOS 6 and up.;

  • not considered as "best option"

  • not considered as "best option"

    It's certainly one of the better ones. In you opinion, which is the best?

  • well, as you can see this thread, CocoonJS helps you to make simple games, but not robust games.

    However using WebGL in CocoonJS doesn't improve performance at all.

  • so i made my test and here are the results:

    first of all my phone is vodafone smart 2. 800+ mhz armv6 processor.512 ram and 480*320 display. i have a tablet also but its not worth it to test it there cause its too powerfull even for cocoonjs and gameclossure.maybe i cant see any difference at all.

    so i open in c2 the space blaster capx and i export it twice. one with webgl on and the other with webgl off.both of them with scale inner.cause the layout of the game is higher than my screen display.

    both of cocoonjs exports load the main menu decently and the sound was ok.but when the game began the backround music theme goes off suddenly.the frames were between 2-10 when sprites in the screen were more than 4.the webgl off version was a little better but about 3-5 frames and not more.unplayable for me.

    now lets see gameclossure i download the game from the link Joannesalfa posted before.i run it and at the first time it made me worried cause the main layout dont appear correctly.no letters no tap here for game to begin blah blah blah..but i touch the screen and after 5 seconds i saw the main layout this time almost correct (with bars at the top and at the bottom) and the game begins...

    framerate i cant tell cause i was not able to see like cocoonjs (debug mode) but the game runs almost smoothly.so i imagine that the game runs about 18-25 fps even with many spites in the layout.the mines and all these stuff with massive explosions.the game runs decent and the audio was perfect.the backround music now plays behind the sound effects (not like cocoonjs)

    summary: before i run the games i run clean master and advance task killer just to be sure that no application runs with the games.

    and i noticed that after both cocoonjs games the memory my phone used was between 51-57mb.the gameclossure apk used 39mb.sorry for the huge post..

    RESULT GAMECLOSSURE WINS BY FAR...(at least based at my tests)

  • well, as you can see this thread, CocoonJS helps you to make simple games, but not robust games.

    However using WebGL in CocoonJS doesn't improve performance at all.

    RTR is relatively robust, more so than anything I had seen built with it. What do you consider robust? I initially had these concerns myself but it all worked out.

  • as you see my tests i posted yesterday i think that you understand that game closure has great potentials and for the moment can beat cocoonjs.maybe we should start a thread only for asking game clossure exporter inside c2.

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