CocoonJS plugin updates

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  • fldr it's mentioned a few times in the last few pages of this thread. There is a problem with webGL currently. You need to turn off WebGL in C2 before exporting.

    Ludei is aware of it and is working on it.

  • uh, sorry didnt saw that, thank you very much, will now test with WebGL turned off!

    ok now it worked, but i cant say i like that the view isnt centered (my game doesnt match my test devices screenratio so there is a huge black spot to the right of the actual game)

    performance seems better then XDK Android Webview build, have to test against the crosswalk build tomorrow

    size of the installed app is 20.76MB (XDK Android is 9.68, XDK Crosswalk is ~55MB)

    the game doesnt always start when i touch the icon, sometimes there is only a blackscreen, same goes for when the game gets supended and you click the icon while it still runs in the background, it just gives a black screen.

    the colors in the cocoon build seem a bit weird:

    XDK:

    Edit: uh, ok , just noticed this color thing is because of webgl turnedoff, but no clue why, the blocks dont have any effects or stuff

  • ludei

    ArcadEd

    fldr

    Did you sign the apk inside the cocoon.io cloud compiler? I did not and it does not want to install on my devices.

  • no, i dont know yet where to get these keys (guess i have to use the same as XDK used if i want to update my game on playstore, wright?), i tested with the debug version

  • You need to generate your keystore keys yourself.

    http://support.ludei.com/hc/en-us/artic ... ndroid-APK

    Just, I just signed mine while it compiled, worked fine.

    As for you scaling issue. What full screen option are you using?

    Yes, no webGL means no effects or other webGL specific behaviors. I hope it's fixed soon <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • ludei

    ArcadEd

    fldr

    Did you sign the apk inside the cocoon.io cloud compiler? I did not and it does not want to install on my devices.

    But if you don't sign your project, you still will get a debug_signed apk for testing and installing it in your device using "adb install" command.

  • ludei I see that Cocoon.IO will be Cordova/Phonegap compatible. Does that means we can use Cordova AdMob plugins directly without the need for MoPub??? MoPub was the ONLY reason I moved to IntelXDK.

    Thanks

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  • Cipriux

    You can use native AdMob ads in Cocoon.io

    anyway it will be almost perfect when:

    • WebGL ON
    • low quality WebGL OFF
    • crashing minification

    issues will be fixed

  • ludei I see that Cocoon.IO will be Cordova/Phonegap compatible. Does that means we can use Cordova AdMob plugins directly without the need for MoPub??? MoPub was the ONLY reason I moved to IntelXDK.

    Thanks

    Yes, you can use Cordova Admob. I will assume that plugin is working on 4.0.x (Cordova version).

    If not, you can use the ATP for Ads. They are adapted for C2 and you can intall them at the cloud easily: https://github.com/CocoonIO/atomic-plugins-c2

  • ludei

    is canvas+ supported by ios 7 ? since i need to work at least on ios7 ....

    thanks for reply

  • ludei

    is canvas+ supported by ios 7 ? since i need to work at least on ios7 ....

    thanks for reply

    Yes, it is . Not Webview+ for iOS. But Canvas+ is our own webview engine.

  • Hi!

    First of all! THANK YOU Ludei!

    I am trying the compiler in cocoon.io and everything is working great!

    of course: WebGL OFF and no minify script.

    Two questions:

    Is necessary to add the CocoonJS plugin in the C2 project or is enough with the ATP?

    I see there is no "test option" in ATP. that means that all the ads displayed are real?

    Thanks!

  • Hello,

    Is necessary to add the CocoonJS plugin in the C2 project or is enough with the ATP?

    Nop, it is not necessary anymore . CocoonJS just for the old cloud (or your project will crash). In addition, yesterday we updated the ATP for C2 to delete de unnecessary dependencies. When installing the plugins at the cloud, the required files will be injected in the project, so you don't have to worry about versioning. We will keep the libraries up to date.

    We are now migrating the rest of CocoonJS plugins into several ATP. It will be possible to have Facebook and Google Play at the same time as they will be different plugins. And we will keep Canvas+ special features (Keyboard, dialogs, device info) on another plugin.

    I see there is no "test option" in ATP. that means that all the ads displayed are real?

    Yes. I am not sure if we had a test option for ads. The ATP for InApps detect if you are using the sandbox or not, and even autofinish a transaction for you, but ads are real as soon as they are showing in your app.

    Cheers .

  • Hello,

    > Is necessary to add the CocoonJS plugin in the C2 project or is enough with the ATP?

    >

    Nop, it is not necessary anymore . CocoonJS just for the old cloud (or your project will crash). In addition, yesterday we updated the ATP for C2 to delete de unnecessary dependencies. When installing the plugins at the cloud, the required files will be injected in the project, so you don't have to worry about versioning. We will keep the libraries up to date.

    We are now migrating the rest of CocoonJS plugins into several ATP. It will be possible to have Facebook and Google Play at the same time as they will be different plugins. And we will keep Canvas+ special features (Keyboard, dialogs, device info) on another plugin.

    Cheers .

    Great news, thank you.

  • Man, that might be one of the most slickest interfaces I ever worked with.

    I don't quite understand how to test a project on my device though.. normally I used the CocoonJS plugin from C2, exported and put that file into the Applications Folder in iTunes and then started it via the launcher. Is it different now and if so is there some kind of documentation available? Thanks for answers!

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