CocoonJS plugin updates

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  • Wow, signed up for the beta!

    This seems to have everything to support Cocoon in C2 again

  • Hello,

    Is there any chance of ever seeing WebAudio working alongside Canvas+? This is the one feature I really miss when deploying with Canvas+.

    It requires a lot of effort to include this feature. By now, it won't be available. I am sorry. I don't know if it can be possible afterwards. I don't discard it.

    Have you compared your new Webview+ solution to Intel XDK/Crosswalk export on any low-mid range devices? The old webview+ was always slower than crosswalk for me, even when comparing with the borked post-v7 cw's.

    We are using crosswalk, so it will be as fast as crosswalk .

    What version of crosswalk is WV+ based on, and do you plan to update it with every new version of crosswalk, or follow a custom schedule?

    Currently: 13.42.319.11

    Yes, it is in our plans to update it with every version of crosswalk unless we think we can improve it. By know, that is how it will work .

    we will be able to export from C2 with the stock 'Cordova' option, using whatever atomic plugs we wish, and still compile to Canvas+?

    Not only ATP, but every plugin available from cordova registry that supports 4.0.X

    TheRealDannyyy wrote:

    Ashley should take a look and rethink the current exporting/compiling process.

    If this new cloud is cordova compatible, then there's no need in this, because we have a cordova exporter in c2.

    Yep, but I still recommend not to use the config.xml file provided by the exporter. There is an editor in the cloud, so it is better if you let the cloud to create a default config.xml file and then paste the missing preferences.

    I am looking forward to make my cordova plugins work on ludei.

    If they are adapted for 4.0.X, they will .

    Will there be a CJS splash screen still?

    Yes, there is a new one, but the removal will be easier . However, it won't be available in the beta, sorry. We are still working on it.

    Cheers

  • Got my invite, going to dive into this today. Hopefully I can make some tutorials videos along the way.

  • ArcadEd

    remember to remove config.xml file (let Cocoon cloud generate it)

    and remove old CocoonJS plugin from your apps (use i.e. Atomic Plugin instead)

    you can also check if minification affects your apps (especially when native ads are used)

  • So if it's crosswalk then it's probably the same as XDK, which means crappy performance, right? xD

  • That is why i am sticking with canvas+

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  • So if it's crosswalk then it's probably the same as XDK, which means crappy performance, right? xD

    Well, Webview+ is not thought for gaming . Canvas+ is the one designed for that purpose.

  • Webview+ is perfect for simple online multiplayer games. Poker or a card game of your own design which is mostly just gonna be static scenery and cards changing frames. Seeing as Canvas+ does not support C2's multiplayer feature, Webview+ is still a good thing to have.

  • My first attempt I tried using Cranberry's plugin for admob and installed it via Cocoon.IO. The build failed (doesn't fail if I install the plugin in cocoon.io).

    I'm going to try it with the Ludei plugin instead.

  • My first attempt I tried using Cranberry's plugin for admob and installed it via Cocoon.IO. The build failed (doesn't fail if I install the plugin in cocoon.io).

    I'm going to try it with the Ludei plugin instead.

    Please, use the feedback button for sending us the bug report and we will see if it can be solved .

    Cheers

  • Will do.

    I just noticed there are two of them listed in the plugin search, I'm trying the latest one now and will report.

  • I have to hand it to you Ludei, this whole process is about a hundred times better than the old cloud compiler. Kudos for that.

    Using your Atomic Plugin for C2 https://github.com/ludei/atomic-plugins-c2, so far so good. I'm about to test my first APK with direct admob support using Canvans+

    What is the proper Full Screen option to use when exporting from C2? Scale Outer just put my game in a tiny window in the bottom left corner.

    Is it currently possible to add and remove permissions?

    Where to add in our own icons? Seems to default to a generic Cocoon.io icon right now.

  • I have to hand it to you Ludei, this whole process is about a hundred times better than the old cloud compiler. Kudos for that.

    We are really happy to read this <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">.

    What is the proper Full Screen option to use when exporting from C2? Scale Outer just put my game in a tiny window in the bottom left corner.

    Could you please tell us if the game is wrong in the developer app too?

    Is it currently possible to add and remove permissions?

    Yep. Permissions are completely up to you. You will decide what your game needs and set it in the config.xml file.

    Where to add in our own icons? Seems to default to a generic Cocoon.io icon right now.

    We are currently creating a wizard for that. Meanwhile, they must be set in the config.xml file.

    You can use this as example (it is one of the templates that appear on the wizard): https://github.com/CocoonIO/cocoon-template-phaser

    Cheers <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • I have not tried the developer app yet. I'll do that now.

    I just send a feedback report on the scaling issue. I've tried letterbox scale and scale outer, both with the same results.

    How about custom Icons?

  • When I try with devapp I just get an exception error.

    Cannot open the javascript file 'cordova.js': IllegalArgumentException: Cannot Open the given '/data/data/com.elfgames.reeledin/files/www/cordova.js' file path. at static ludei::SPData ludei::io::AbstractFileSystem::loadFile(const string&):43

    Now, I don't see a cordova.js in my exported directory.

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