CocoonIO - Help, Ressources & free capx examples

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Game with complete Source-Code (Construct 3 / .c3p) + HTML5 Exported.
  • Hi once again,

    Apparently the problem is with my phone. Tried it with your template and got this error:

    http://i.imgur.com/CDKU8Gv.png

    My phone did work with Canvas+ before (since I have tested my game on it several times before) so I'm not sure what's going on..

    edit: Oops. Searched around a bit more and apparently CocoonJS isn't compatible with CyanogenMod, which is what I'm using in my phone.

    edit2: Ok, now this is driving me insane. I tried it on another phone and got the same exact error. Only this phone isn't rooted or has a custom rom installed. It's a Samsung Galaxy Grand Prime (SM-G531H) running Android 5.1.1.

    Tried both my own game doing the fixes described and one of AndreasR 's templates (CocoonOpenURL).

    Now I'm at a loss - and I'm sure my game worked just fine on my phone at least a couple months ago in this same rom.

    Edit3: Finally I got it working on both phones. I deleted the entire project from Cocoon.IO, then exported my game with the Cordova option and added the "|| this.isCocoonJS" in c2runtime.js. This resetted all the options so I had to turn on Canvas+ again. Tested it and it's working.

    Hi,

    you are right this message appears if either your phone doesn't support Canvas+ or if you have selected "WebView" at WebView Engine in your CocoonIO settings.

    Just to be sure, can you send a screenshot of your project settings at cocoon.io?

    Another question, did you use "Cordova" or "CocoonJS" as exporter? The first one is accurate.

    Edit: Sorry I haven't seen that it's finally working. This could happen if you forget to delete the config.xml file before you zip your C2 export output.

    Regards

    Andy

  • Hi All

    Just adding my two cents, I know this thread is kinda old, but I have to say Cooonio in my opinion is way better than xdk. (I’m not bashing XDK. Its just my experience)

    I’m about to release my next game on google play (just need to get leader boards working properly) and it’s been a great experience overall.

    Highlights to me are:

    Performance

    Performance is great. I test on a galaxy tab 3 and a Samsung s4. These devices are fairly old now so I feel if cocoon apps run good on these devices they will run fairly well across the board.

    On XDK my phone heats up a lot, this does not happen to me on cocoonio canvas+

    I find on XDK that when ads load in my game it affects gameplay speed.

    In cocoon the experience stays smooth

    File size

    My entire game is 11MB which is not bad at all and that includes having cocoon google game services and admob ads.

    My XDK games are 25MB+ (I create small games in general for android)

    Ease of use

    Once you get to know the site, setting everything up is actually easy to do and works well.

    I’m struggling with leaderboards a little, but that’s just because its new to me. Once you know how these thing work setting it up will be a breeze I’m sure.

    I’m definitely sticking with cocoon for now and do recommend it for your mobile projects.

    Only thing I found out the hard way is that letterbox scale does not work in cocoon (or XDK) oops. Keep that in mind and design your game accordingly

    Cheers

  • Once you get to know the site, setting everything up is actually easy to do and works well.

    I’m struggling with leaderboards a little, but that’s just because its new to me. Once you know how these thing work setting it up will be a breeze I’m sure.

    I’m definitely sticking with cocoon for now and do recommend it for your mobile projects.

    I agree (so far) I've used both XDK and and CocoonIO (to a limited degree - still new at them) and I actually like CocoonIO better. Although it took a little getting used to....

  • dcadjust are you building for Android or iOS or both?

    I'm trying to build for Android right now and for some reason the armv7 debug.apk works on my device, but the armv7 unsigned apk says it's corrupt when I try to Install it on my mobile device. any ideas?

    installing to Android 7.1.1 ASUS Zenfone 3

  • dcadjust are you building for Android or iOS or both?

    I'm trying to build for Android right now and for some reason the armv7 debug.apk works on my device, but the armv7 unsigned apk says it's corrupt when I try to Install it on my mobile device. any ideas?

    installing to Android 7.1.1 ASUS Zenfone 3

    Hi Jobel.

    Correct, debug will work, unsigned does not work out of the box

    I'm building for android only.

    I used the debug arm apk to test my game then once I started testing leader boards I took the unsinged apk and signed it with the tool mentioned on the cocooon site. The apk then works fine once it is signed and aligned.

    The tool is easy to use (as long as you follow the how to doc) and you only have to set up your key-store once and you can use the same key store file for all your android games going forward.

  • the tool mentioned on the cocooon site. The apk then works fine once it is signed and aligned.

    The tool is easy to use (as long as you follow the how to doc) and you only have to set up your key-store once and you can use the same key store file for all your android games going forward.

    is that ShatterBox? and is it at all related to AdMob or Appodeal? I haven't looked into the ad stuff yet, still in testing mode.

    awesome thanks for the clarification! I thought it was strange there wasn't a 'signed' apk version. I assumed the unsigned one would work before you got the key. no matter..

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  • > the tool mentioned on the cocooon site. The apk then works fine once it is signed and aligned.

    > The tool is easy to use (as long as you follow the how to doc) and you only have to set up your key-store once and you can use the same key store file for all your android games going forward.

    >

    is that ShatterBox? and is it at all related to AdMob or Appodeal? I haven't looked into the ad stuff yet, still in testing mode.

    awesome thanks for the clarification! I thought it was strange there wasn't a 'signed' apk version. I assumed the unsigned one would work before you got the key. no matter..

    Not directly related to the ads. Its just to sign the apk so places like google play will accept it, once its signed it should work on your device

    You can download the apk signer here:

    https://shatter-box.com/knowledgebase/a ... pk-signer/

  • Not directly related to the ads. Its just to sign the apk so places like google play will accept it, once its signed it should work on your device

    You can download the apk signer here:

    https://shatter-box.com/knowledgebase/a ... pk-signer/

    awesome thanks!

  • jobel

    You also can add your certificate to cocoonio. Then the cloud compiler signs and aligns your file automatically.

    See this link, please.

    https://shatter-box.com/knowledgebase/c ... rtificates

    It makes it a way better <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    Good luck to your games!

    Regards

    Andy

  • jobel

    You also can add your certificate to cocoonio. Then the cloud compiler signs and aligns your file automatically.

    See this link, please.

    https://shatter-box.com/knowledgebase/c ... rtificates

    It makes it a way better <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    Good luck to your games!

    Regards

    Andy

    thanks! what about building for iOS.. does shatterbox help with that? I don't know much about deploying to iOS except that you need provision files? and a paid developer account?

  • > jobel

    > You also can add your certificate to cocoonio. Then the cloud compiler signs and aligns your file automatically.

    > See this link, please.

    >

    > https://shatter-box.com/knowledgebase/c ... rtificates

    >

    > It makes it a way better <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    >

    > Good luck to your games!

    >

    > Regards

    > Andy

    >

    thanks! what about building for iOS.. does shatterbox help with that? I don't know much about deploying to iOS except that you need provision files? and a paid developer account?

    Sure,

    it's all covered up at shatter-box.com

    See here: https://shatter-box.com/knowledgebase/p ... tunes-ios/

    If you miss anything specific, just let me know and I add it to the tutorial.

    Regards

    Andy

  • See here: https://shatter-box.com/knowledgebase/p ... tunes-ios/

    haha... that's crazy! man, the iOS folks do not make it easy!

  • Compiled my game for Android the game works pretty good, except for a little slow-down at the beginning. I am using the physics behavior, so I can live with it.

    My only major problem is the sound effects. After playing the game for a while (30 mins) sounds are missing, and then some sounds get stuck repeating over and over like the skipping record player. It's very strange.

    Here are my Cocoon.io settings

    Cordova Android v6.2.3

    WebviewEngine: Webview+

    Installed Plugins:

    cordova-plugon-crosswalk-webview

    ludei.webviewplus.ios

    ludei.webviewplus.android

    Does this look right? I guess I don't need the ios one in there, but I can't imagine that is causing this problem.

    Any ideas? thanks!

  • I've tried compiling with:

    Canvas+ (get a black screen)

    Webview+ (seems to work okay, but got some weird audio errors while testing)

    Webview (seems to work okay - haven't fully tested it)

    what is the difference between Webview and Webview+?

  • okay I think I figured out exactly how muted sounds happen. If I just leave the game and let the phone "go to sleep" when you wake it up, all sounds in memory are muted. Music folder sounds play fine.

    So it looks like the memory is getting flushed when the phone goes idle. And when you wake up the game those sfx are silent (or probably no longer in memory).

    This happens with Webview and Webview+

    If I had a way to trigger, "Got Focus" or something the triggers when the player switches to it, I could probably reload the audio I think. But I can't figure a way to do that. CocoonIO doesn't seem to work using Browser and the Cocoon objects have nothing like that.

    Someone must have run into this problem... Any ideas?

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