New CocoonJS Launcher App Released

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  • Could anyone tell me how CocoonJS performs compared to appMobi on iOS? Do I need to buy something (or own a Mac or something like that) to use CocoonJS?

    Thanks.

  • Nimtrix , as i heard cocoonjs is the best engine until now and you can use it on iOS by some tricks on Mac also if you use cocoonjs on iOS and the game worked very well then you will know that is the game will also work very well on android (90-99% true)

    so you can borrow a mac pc or macbook from someone and do the steps on this link : (from ludei)

    http://www.ludei.com/tech/cocoonjslauncher

    also in that page you will see if the cloud opened and i think the picture tell itself , create html5 ->test with cocoonjs-> compile to cloud.

    the cloud will have the same performance of cocoonjs launcher ^^ (or better i think)

  • zsangerous

    Thanks, it sounds promising performance-wise. I did a little reading though, and it seems you not only need a mac, but an apple dev account as well. I have neither, so I guess I'll stick with appMobi. (or just forget about mobile games) <img src="smileys/smiley26.gif" border="0" align="middle" />

  • Nimtrix o.o try to buy android device as you know google nexus is just 350$ , or google nexus tablet(V) cost only 199$ , i wish to see construct2 games on the store until now i saw about 4 games really not bad but i think after the cloud ,construct2 will have alot of mobile developers...

  • Hi guys, we've had the CocoonJS Launcher app ready for iOS for months now,but unfortunately its been a challenge getting it accepted by Apple. If it were accepted, testing C2 games would be a snap but until then we provide the Xarchive file. Hopefully we'll get accepted soon.

    Also, if you want to publish a game to the iOS App store a Apple dev account is pretty much required - if you want to own it of course.

    nemo That's odd, you can check out the code for our multichannel audio by downloading the source code on our demos page (http://cocoonjsservice.ludei.com/cocoonjslaunchersvr/demo-list/) Also,If you like you can submit a dev support request http://ludei.com/about

  • ludei

    So if you get the launcher app accepted by apple, that would mean you can test CocoonJS games without a mac and dev account? And if I've understood correctly, you have planned your own cloud for game hosting, would you need a mac/dev to upload there?

    I understand I'll need a dev acc if I want my game on appstore, but I prefer not to buy anything until I know my game runs on the device.

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  • Looking forward to seeing this come of age and become a means of publishing to the apple app store. I have an apple dev account, but phonegap is too laggy for ios apps - great for android tho.

  • Hi guys, we've had the CocoonJS Launcher app ready for iOS for months now,but unfortunately its been a challenge getting it accepted by Apple. If it were accepted, testing C2 games would be a snap but until then we provide the Xarchive file. Hopefully we'll get accepted soon.

    Also, if you want to publish a game to the iOS App store a Apple dev account is pretty much required - if you want to own it of course.

    nemo That's odd, you can check out the code for our multichannel audio by downloading the source code on our demos page (http://cocoonjsservice.ludei.com/cocoonjslaunchersvr/demo-list/) Also,If you like you can submit a dev support request http://ludei.com/about

    I always hate Apple for its business and politics.

  • Nimtrix Yup! If the CocoonJS Launcher app was accepted on the app store all you would need is an iPhone, no Mac or Apple dev account needed. We'll also have a cloud compilation platform that will compile your HTML5 game and spit out an Xarchive file and an APK for iOS and Android. But an iOS provisioning will be needed so that with the certificate you can upload it to Apple yourself to generate the final IPA file to submit to the iOS app store.

  • ludei: Ah, I see. I'll just have to be patient then, this sounds really promising. Thanks for the info!

  • ludei,

    what is the reason apple has not accepted the launcher yet? if you can say.

  • harrio , as you know apple doesn't accept any app that do stuffs on the system and also they don't except emulators or launchers even fake app markets they don't accept alot of thing. that's why i started to hate apple

  • nemo - please include the error messages you got! It's impossible for us to do anything about it if you don't include them.

    Also nemo / ludei - in CocoonJS we have to play music tracks differently, using a monophonic track. So you can only play one thing from the 'Music' folder at a time, but you can play multiple sounds from the 'Sounds' folder polyphonically. I agree this is a little inconvenient, hopefully a better way to auto-detect music can be added in future.

    Kyatric - CocoonJS (and directCanvas) support multi-touch even on Android 2.x, which is one of the nice things about them. (It is only the browser software in 2.x which does not support multitouch, the phone hardware supports it fine.)

    vAnte - can you try again but without minifying? This will give a clearer error message and help us solve the problem.

  • We'll also have a cloud compilation platform that will compile your HTML5 game and spit out an Xarchive file and an APK for iOS and Android. But an iOS provisioning will be needed so that with the certificate you can upload it to Apple yourself to generate the final IPA file to submit to the iOS app store.

    ludei Do you have a roadmap for launch of your cloud compliation platform? That's exactly what I'm looking for.

  • Hey Ludei Congrats ! And Sorry for the late post :)

    So how about the websocket multiplayer function

    Does it create the server , how it works ?

    Is it compatible with C2 Websocket Client Plugin ?

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