Halfgeek's Forum Posts

  • Is music supposed to not work at all in CocoonJS? Using 2.0.2, sound files on the music folder play on the launcher but not on the compiled version. Could this be a memory problem? Anyone have any hints, anything I might look into to see what could fix this?

    It works fine here. How big/long are your music tracks? I found some devices would not play tracks longer than 4 minutes without a preload for a few seconds before playing the audio.

  • > Its not fixed at all.

    >

    > It's not just Samsung (S2/S3, Tablet & Note), but other devices with similar hardware.

    >

    > Pretty much half the devices that should be running your game fine will crash, due to CJS. It's not a good situation.

    >

    > My games run absolutely fine with Intel XDK on all those devices, but on CJS, no go.

    >

    But the game does not even work on these devices? Or it opens, but ends up closing yourself?

    Crashes on startup, about half way into the Power by Ludei logo.

  • Thanks for the info. Does it also zipalign the apk?

    Signed & zipaligned, ready for upload to Google Store.

  • Are you sure that CJS 2.02 doesn't work on Samsung devices? At least I successfully tested your game since you updated it recently on my Galaxy S3. But I have a custom ROM, I don't know if that changed anything or if it is only hardware related.

    Its not, I've got a lot of users on S2/S3 & the Tablets saying it still crashes.

    The error is reported as being within the cocoonJS library. I don't know what the cause is but I know it works flawless on XDK. I got about 20 users to beta test my build with XDK on their devices which crashes on the CJS build, and they say it works & run fast.

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  • I don't use the splash screen in CJS, so when the games load, its always the Powered by Ludei logo, for 3 to 15 seconds depending on the size of the game, then it flashes for about 1 to 10 seconds and the game starts.

    Also, please keep topics regarding CJS in one thread so its easier for people to all pool together or even via search. The more you disperse it, the messier it is to keep track of problems and solutions.

  • If i check the option for XDK to sign the game, what kind of signature it gives? A debug signature? I don't see an option to link my keystore file for a proper signature . I admit I didn't look too hard:)

    It always sign it for release not debug. The signature is unique to your email/ID that you register with XDK, so it can be used to update your apps later as well.

  • Its not fixed at all.

    It's not just Samsung (S2/S3, Tablet & Note), but other devices with similar hardware.

    Pretty much half the devices that should be running your game fine will crash, due to CJS. It's not a good situation.

    My games run absolutely fine with Intel XDK on all those devices, but on CJS, no go.

  • I've used webgl effects on layers and have not ran into this progressive loss of performance when switching layout, sounds like you have some code that is causing it.

    Most effects are unusable on mobiles due to the performance hit, even top of the line devices lose half their performance, its just not worth it currently.

  • The previous XDK version, the back button did nothing by default, you had to put in the Browser object and use On Back Button trigger to close the app or bring up a menu asking for confirmation.

    That would be best, quitting by default without a notification to confirm it is really awkward for users.

  • If you made the APK with CJS, you can set the minimum OS version on their cloud compiler, likewise, XDK has OS 4+ minimum.

  • On the PC, assets are loaded per layout not the entire game.

    C2 has very good native memory management.

  • I have about 100 global variables (numbers), there's no performance impact. I use GV for saving data as well as for AI triggers or combat.

  • >

    > Not with XDK yet since they just released it and I dont think C2 is updated yet to handle Cordova plugin functions of Xwalk/XDK.

    >

    > Its working on/off on CocoonJS. If you are struggling with it, definitely check out ArcadeEd's video tutorials on monetization.

    >

    Do you have the link?

    His post is there, the link is in the signature.

  • > XDK is very good, it handles massive asset games excellent and its been like that since March but many of us are waiting for proper AdMob & IAP and it looks to be finally here. I'm hoping its just a matter of C2 updating to support it and we're there.

    >

    Silverforce did you managed to get admob working?

    Not with XDK yet since they just released it and I dont think C2 is updated yet to handle Cordova plugin functions of Xwalk/XDK.

    Its working on/off on CocoonJS. If you are struggling with it, definitely check out ArcadeEd's video tutorials on monetization.

  • Ive Managed to get a Very Very Stable build while using XDK Crosswalk. Thank you for helping me and posting exactly how you came up with your stable build.

    shinkan i did get it to work just by going through the list that Lof posted.

    I take back everything i said about XDK,This is by far the best export we have right now! my game is running so smooth i cant even believe it!

    XDK is very good, it handles massive asset games excellent and its been like that since March but many of us are waiting for proper AdMob & IAP and it looks to be finally here. I'm hoping its just a matter of C2 updating to support it and we're there.

    A few more advantages for XDK:

    1. Much faster load times for games with lots of art of music

    2. It handles different device resolution really well due to proper support of letterbox scaling

    3. Not many permissions by default

    4. Intel team behind it as well as Google behind chromium engine.

    5. Compatible with text input boxes, XML and lots of other features.

    Anyway, congrats on getting your game to work on mobiles!