CocoonJS plugin updates

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Fantasy Game includes more than 600 sound effects inspired by hit computer games like World of Warcraft and Diablo.
  • From now on, the laucher will be called "developer app". You can compile one directly at the cloud, in the project configuration. The dev-app will have the exact configuration the original project does. And you can keep on testing in the same way .

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  • From now own, the laucher will be called "developer app". You can compile one directly at the cloud, in the project configuration. The dev-app will have the exact configuration the original project does. And you can keep on testing in the same way .

    its okay but the only thing that i don't use cocoonjs is a splash screen

    whereas i'm a fun of ejecta but i would like to use coconjs to see if there is difference or not on performance

  • ludei Is it possible that CocoonJS doesnt even support fonts like Comic Sans? I built my game with it and the fonts are 1.5x smaller and put back to arial I guess :/

  • ludei

    Any progress or ETA on WebGL support? Canvas2D scales correctly, but looks kind of low-rez and grainy.

  • ludei

    Any progress or ETA on WebGL support? Canvas2D scales correctly, but looks kind of low-rez and grainy.

    Still on it, sorry. It is taking longer than expected.

    ludei Is it possible that CocoonJS doesnt even support fonts like Comic Sans? I built my game with it and the fonts are 1.5x smaller and put back to arial I guess :/

    It is quite probably that you have to add the ttf file in the app. In iOS, for example, that font does not exist by default.

  • sorry if i overread it, but is there a way to center the view when using Fullscreen "letterbox scale" or "letterbox integere scale"?

  • This is the error i get in the developer app.

    -I've exported with cordova,

    -set minify off

    -deleted the config and intel addition files

    -put everything in a www folder and zipped it(ive also tried it without putting it in a folder)

    -I uploaded to the cocoon site, selected canvas +

    -removed the whitelist plugin(I also deleted all cranberry plugins from my project)

    I don't know where else to go from here. I keep getting a black screen and that error in the debugger.

    Any suggestions

  • Hi!

    I was trying the ad but I find a problem with instertitial:

    show up fine but when I close ad the screen turns black and never banish also the game is still running(I can hear it)

    anyone know what is happening?

    Thanks!

  • I just got my Cocoon.IO request approval today (YEEEEY) and I want to test a game on my iPhone.

    I see that the new cloud compiler from Ludei allow putting a Apple dev key (which I don't have yet). Is this means that it generates an .IPA ready to upload without the need for the Mac and xCode?

    Is there a way of testing an unsigned game on iPhone with/without jailbreak?

  • [quote:27ld3y1t]Any progress or ETA on WebGL support? Canvas2D scales correctly, but looks kind of low-rez and grainy.

    We have found that C2 Cordova exporter does not use the correct devicePixelRatio value in Cocoon.io compilations, that's why the game is displayed in the 1/4 of the screen. This can be fixed with a minor change in the following line in c2runtime.js (the change is marked in bold)

    this.isRetina = ((!this.isDomFree || this.isEjecta || this.isCocoonJs) && this.useHighDpi && !this.isAndroidStockBrowser);

    Let us know if your games run in high-res with this change.

  • [quote:29bfpa1y]Any progress or ETA on WebGL support? Canvas2D scales correctly, but looks kind of low-rez and grainy.

    We have found that C2 Cordova exporter does not use the correct devicePixelRatio value in Cocoon.io compilations, that's why the game is displayed in the 1/4 of the screen. This can be fixed with a minor change in the following line in c2runtime.js (the change is marked in bold)

    this.isRetina = ((!this.isDomFree || this.isEjecta || this.isCocoonJs) && this.useHighDpi && !this.isAndroidStockBrowser);

    Let us know if your games run in high-res with this change.

    Dont work for me. Still 1/4 size window.

    Another problem that cant indentify is that im getting a black screen after cocoon loading logo in my main project. Before day 5 update the project load and works ok.

    In a simple project test with 5 rotating sprites works ok.

  • ludei

    TiAm

    No luck with the fix, it's still on the 1/4 of the screen.

    1st test

    game window size 1280x720 - 16:9

    Test devices

    • Samsung Galaxy Tab 3 SM-T110 - 1024 x 600 - Aspect Ratio 128:75 - 170 ppi - passed
    • GIGABYTE GSmart Guru G1 - 1920 x 1080 - Aspect Ratio 16:9 - 441 ppi - failed
    • Samsung i9300 Galaxy S III - 1280 x 720 - Aspect Ratio 16:9 - 306 ppi - failed
    • Samsung Galaxy Tab Pro 8.4 SM-T320 - 2560 x 1600 - Aspect Ratio 16:10 - 359 ppi - failed

    I did next 2 tests just to see if an app resolution would have any affect on the results.

    2nd test - game window size 3840x2160 = 16:9 - Samsung i9300 Galaxy S III - 16:9 - failed

    3nd test - game window size 800x500 = 16:10 - Samsung Galaxy Tab Pro 8.4 - 16:10 - failed

  • Curious how the dev app displays correctly over wifi. Fills the whole screen.

    Something happening during C2 export, or a difference in how the dev app works? Hopefully not the later...

  • TiAm We have tested your game (with no new changes) in a newly

    compiled developer app and in a normal compilation. Both are filling the

    whole screen (used portrait orientation). Are you using portrait

    orientation? Can you send us screenshot of the problem?

    Tested on a nexus 7 and Samsung Galaxy S3.

    [quote:3a6dzdsq]:( No luck with the fix, it's still on the 1/4 of the screen.

    [quote:3a6dzdsq]Dont work for me. Still 1/4 size window.

    Another problem that cant indentify is that im getting a black screen after cocoon loading logo in my main project. Before day 5 update the project load and works ok.

    In a simple project test with 5 rotating sprites works ok.

    Can you send us the zips you are using so we can reproduce and debug the problems?

  • I was able to get my game to export correctly using the new c2runtime.js change. The only issue I seem to have at this point is collisions don't work. Any ideas how to fix that?

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