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Cocoon Issues

  • I've been working on CocoonJS these days, and I've find several support probleme, I would like to list them here and so to find a solution in the future

    ______________________________________________________________________

    1. plug-in issues:

    Perhaps there is several plugin that the CocoonJS doesn't support, but I've find only the "TouchMouse"

    ______________________________________________________________________

    2. Text

    In CocoonJs, all the Text, whichever the size (12 or 28) use only a very small size, that we can bearly see them on a smartphone

    _______________________________________________________________________

    3. Fullscreen issues:

    In CocoonJS, there is only one way to use the fullscreen mode : crop+ scale, which means, when the sceen proportion is not the same with your original windows, it will do the scale, then fill the blank with the content outside of window(a little bit like the crop mode)

    It is a good idea, I would say: and with tis method, you can have a nice fullscreen game for all devices:

    1, use the Behavier Anchor, to fix the elements, whose positions are supposed to be fixed to the bord.

    2, use a background a little bit bigger than the windows

    3, Then chose Fullscreen scale.

    ________________________________________________________________________

    4. TiledBackground issus:

    I've used the sprite TiledBackground, but when I export on Cocoon, there is one more repetion added.

    For example, when an image is use 3 time like this:

    000000/000000/000000

    when it's exported on Cocoon, it's like this:

    000000/000000/000000/000000

    And then I limited the width and height of the Tiledbackgound

    But there is still a problem, so I guess:

    Cocoon traits all the Tiledbackgound as original size * integer , what ever you change them, they stay the same during any action.

    for example,

    when the move to action is used on a Tiledbackgound, which is 3.2* original size , Cocoonjs suppose that it is 4.0* original size. And then change their size to 3.2 when they reach the taget...

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  • And there are still errors that I don't understand or not sure:

    ______________________________________________________________

    JSUtilities Exception: ReferenceError: Can't find variable: jQuery Cause: Tag: requestAnimationFrame Function: function(){b.kd();}

    Raison: not sure

    When run a game for 5 minuit or even longer, this error happened

    ______________________________________________________________

    JSUtilities Exception: TypeError: Result of expression 'this.Bg[0]'[undefined] is not an object. Cause: Tag: timer Function: function(){a.go();}

    Raison: issue plug-in not support

    When I have this probleme, It's because I've used the plug-in TouchMouse , which is not supported by Cocoon

  • Don't use the TouchMouse plugin - AFAIK it's redundant, superseded by new features in the official Touch plugin, and is missing some important bug fixes in the official Touch plugin.

    I've reported the text bug to Ludei myself. I'm not sure about the other issues - you should probably report them to Ludei yourself, because there is not much we can do about it ourselves.

  • ok; Thanks Ashley;

  • What mobile platform are you testing CocoonJS on?

    Before it's recent update I was testing on Android 2.2, but after the update I can't even see my objects anymore.

    It doesn't crash, as I can close it and exit out no problem.

    I'm not sure what happens with 2.3 or 4.0 or even the different iOS versions yet.

  • I've used Android 4.0.

    There is a little bouton , you can just open it and see if there is any error.

    Normally if the fps is >1000 an errors occures

  • Hi,

    Thanks for this post, I wrote about some bugs in other post but no one answered...

    I use iOS launcher.

    I see that text is not well supported yet, I guess they're working on it. I use centered text a lot but it doesn't work, text doesn't appear centered. It shows always aligned to left, but the text starts at the center of the box that contains it. Also the text wrap (word or character) doesn't work.

    The other big issue I noticed (I wtote about it here in other post and also in Ludei official web, but I got no answer) is that all the graphics and texts are very blurry. I'll try to make a photo of a test app rendered in CocoonJS and other in Phonegap to show you the differences. I don't know if that happens in Android launcher, but in iOS lauincher it does.

    Thanks!

  • Quest, thanks

    I haven't use IOS launcher jet, But the phonegap take too much ressource on Android, so I can hardly use it.

    I didn't found the differences on the color, perhaps a little blurry but I didn't mention it. Not so much on Android.

  • Ashley, In fact, There is some probleme that I'm not sure if it's ours' or CocoonJS's

    Here is one of them:

    I've used the sprite TiledBackground, but when I export on Cocoon, there is one more repetion added.

    For example, when an image is use 3 time like this:

    000000/000000/000000

    when it's exported on Cocoon, it's like this:

    000000/000000/000000/000000

    And then I limited the width and height of the Tiledbackgound

    But there is still a problem, so I guess:

    Cocoon traits all the Tiledbackgound as original size * integer , what ever you change them, they stay the same during any action.

    for example,

    when the move to action is used on a Tiledbackgound, which is 3.2* original size , Cocoonjs suppose that it is 4.0* original size. And then change their size to 3.2 when they reach the taget...

    well. Not sure if i've made it clear <img src="smileys/smiley6.gif" border="0" align="middle" />

  • nothing1969 - I already spotted that tiled background problem and reported it to ludei - hopefully they fix it soon.

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  • Ok, I'm adding captures to this post, you can see I'm serious about the issues (being ignored is somewhat frustrating)

    First image: Construct 2 screenshot with centered+word wrap text:

    http://img72.imageshack.us/img72/6968/centeredtext.png

    Second image: Project running on iPad under CocoonJS iOS launcher:

    http://img210.imageshack.us/img210/4013/centeredtextcocoonjs.jpg

    I call this a bug, I guess it is at cocoonJS side, but who knows, maybe you can work together to check this issue :)

    EDITED: I'l adding 2 more shots to show you the issue about blurry text (and graphics, but you can see very well the difference with the text)

    First image: native screenshot on the iPad, running cocoonJS

    http://img833.imageshack.us/img833/2496/blurrytextcocoonjs.png

    Second image: native screenshot on the iPad running phonegap:

    http://img404.imageshack.us/img404/3183/sharptextphonegap.png

    The iPad used is a new ipad (ipad 3), you'll notice because the size of the shots. Anyway i tested on iPad 2 with same results.

    Thanks.

  • Quest - I'm not sure ludei have been updating the iOS launcher as much as the Android one, maybe it's a little behind. Still, you should make sure they know about the problems, I'm not sure there's much we (Scirra) can do about them.

  • Thank you, I'll tell Ludei about it. I hope it will be fixed soon :)

    Are any of the issues present in the Android version?

  • Everyone, thanks for the detailed issue reporting. I'll make sure that our development team knows about these issues so we can fix them in the near future.

  • For me the new launcher not work

    only show the logo and close

    I try with Android 4.03 and 2.3.4

    Whats are the changes

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