bon4ire's Forum Posts

  • My game just got approved on the app store.

    I found two issues that I need to resolve so I will be releasing an update before this weekend.

    Congrats superkew! That really is ... superkew! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Updates are my crack <img src="smileys/smiley17.gif" border="0" align="middle" />

  • I have an app currently waiting for approval on the app store. Not really a game but an animated sound board. Used CocoonJS and compiled on Ludei cloud compiler.

  • How did you include ads with cocoon? I want to do the same.

  • I created a sound board and have no problems with it in both android or iOS.

  • Ludei addressed this problem in his blog for getting installed on Nexus7

    Installing CocoonJS on Nexus7

  • Dropbox is your friend and I have it installed on both my Nexus7 and Windows system. It also creates a special folder on windows that automatically syncs to the cloud whenever a file is dropped in.

    Export your project as a CocoonJS zip file to the dropbox folder. The file should sync to the cloud and be available on your Nexus7 (or any android device with the cocoon app.)

    On the Nexus7, run dropbox and look for your zipped file. Important, Press and hold the filename until you get a menu. Select 'export' and 'Save to SD card'. The file will be saved in the root of the Nexus 7's internal memory where the CocoonJS app looks. Close dropbox.

    Lastly, run the CocoonJS app and select the zip file.

    That's it!

  • I'm able to run my apps using the Cocoonjs plugin on Nexus 7.

  • If there was an "in application" way to monetize, how would it work in C2?

    I know the ad banner that would dress the bottom or top part of the screen would be fairly simple.

    How about enabling a flag to switch on other layouts after purchase from within the application?

    Or appending layouts retrieved from a store or website after purchase?

    How do other programs do it?

    <img src="smileys/smiley25.gif" border="0" align="middle" />

  • I definitely agree with Khaz. To me, C2 is like crack <img src="smileys/smiley17.gif" border="0" align="middle" />

  • Ok. I was able to clear the snapshot by spawning and destroying the sprite from a dummy sprite.

    TapSlideFixedB

    Every now and then I get a black empty capture though.

  • After changing the last code to Viewport it worked perfectly! Wow, thanks Ashley!

    <img src="smileys/smiley20.gif" border="0" align="middle" /><img src="smileys/smiley20.gif" border="0" align="middle" /><img src="smileys/smiley20.gif" border="0" align="middle" />

    My last question is how to reset CanvasSnapshot to clear? When I reposition the flowers and take another snapshot it uses the old snapshot and not the updated one.

  • I've included a capx of what I'm currently having a problem with right now.

    https://www.dropbox.com/s/vd4inmjr9lc1oen/TapSlideProblem.capx

    Drag any of the flowers around with your mouse and click the green box. A snapshot is taken and it slides to the left.

    While this works when fullscreen is off, it doesn't work properly when fullscreen is set to Scale. Why? If you move the flowers around and reclick, it doesn't update CanvasSnapshot.

    Also, in the scale mode, the sprite size shrinks and overlays the previous snapshot. Not sure what's going on. Is there a way to clear CanvasSnapshot before retaking?

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  • This is great! Looking through the code, it looked like a drop in replacement (almost). :D

    Exported this to CocoonJS and while it worked great in iOS, it didn't work on android. For some reason it's not responding to touch commands. Although on PC it works fine.

  • Interesting. This is pretty much exactly what I wanted to do <img src="smileys/smiley32.gif" border="0" align="middle" />

    It would also be doubly interesting to see if the native snapshot canvas could work it.

    Excellent example btw!