Halfgeek's Forum Posts

  • > Ashley

    >

    > I just wanted to report that this incompatibility means that CocoonIO is no longer compatible with C2 games for WKWebView.

    >

    Are you sure? If there is a normal Cordova build option which uses cordova-ios 4.0+, it should switch to WKWebView if you tick the option in C2, regardless of what they call that option. I don't know how Ludei's build system works though, it seems different to everything else.

    This is what CocoonIO tech support said to me:

    "Yes, we have seen that but as far as we know it only affects to Webview+, Canvas+ still works as before. There is not much we can do, Cocoon and C2 are different products and technically is not possible for us to fullfill current C2 requirements for Webview+. A possible solution has been reported here: https://forums.cocoon.io/t/black-screen ... os/2277/19 in can you want to give it a try."

    That work-around solution involves editing the .js file and it does not work with WKWebView that they implement.

    I've tried it, does not work.

    There's also this other problem with their WKWebView plugin:

    https://forums.cocoon.io/t/cordovalocal ... com/1544/9

    Basically no C2 exported game can be made with CocoonIO with Webview+ (WKWebview) anymore.

  • Ashley

    I just wanted to report that this incompatibility means that CocoonIO is no longer compatible with C2 games for WKWebView.

    I have contacted CocoonIO requesting a refund for my subscription and they have confirmed they cannot do anything about it since C2 is at fault for not supporting their service. -_-

    Now, if Cordova's preferred method is the correct one, then obviously CocoonIO's is the "hack/work-around" and it's their fault... either way, this is a major problem moving forward for any iOS developer that wants to use CocoonIO. Basically, they are stuck with crap Canvas+ or worse WebView.

    AndreasR

    That work-around doesn't work anymore, it disables WKWebView and defaults to Webview mode only.

    /facepalm

    ps. I've been testing Intel XDK WKWebView and so far it's functional, though there's major issues with audio/music. But at least it works.

  • Hmm, and there's this issue too, C2 no longer compatible with CocoonIO's WKWebView.

    /facepalm

    I just signed up for CocoonIO to test (because of >50MB size), total waste of $$.

  • Do you guys have a problem with Intel XDK iOS WKWebView where;

    1. The status bar is not hidden?

    2. When music tracks are changed, there's an entire 1 second pause/stutter of gameplay?

    3. Audio/music sometimes play/not... very random.

  • I do not use regular canvas+ or webview, it's simply too slow.

    Big Pc game: http://store.steampowered.com/app/414950

    Need WKWebView. It runs quite fast on Intel XDK WKWebView, but there's issues with music randomly not playing so I wanted to try CocoonIO..

  • Well, tested it and it has an error on load.

    CordovaLocalWebServer: tag src is not http://localhost[:port] (is index.html)

    Seems to be a problem with their WebView+ plugin.

  • I also couldn't get the auto signing working from within cocoon.io . The help with their site is inadequate to say the least. Especially when you also have to battle Apple's awful processes, it is just a nightmare. I found it much easier to sign android using jarsigner and xcode (POS) for ios

    How do you sign it with Xcode though when CocoonIO outputs an archive file?

    I tried to export the archive in Xcode and it asks for the certificate and I can't link it. I've got the p12 and provision files on the MAC ready to go...

    This is very different to the previous CocoonJS where it output an Xcode build (not archive).

    Edit: Tried it again, by adding the key to CocoonIO and get it to sign, it made an IPA file. Can't use iTunes to sync it to the iPad, using TestFlight now. So far so good, testing now...

  • For those using the Webview+ on CocoonIO, do you find that changing to a new audio track (music) causes the game to stutter/pause briefly?

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  • Some Intel GPU has major issues with WebGL shaders so if your game uses those effects, performance will be neutered.

    I had this issue with my HD4000 GPU so I had to avoid using those shaders.

  • Run it in debug mode, go into Profile view, look at your event CPU usage and work from there.

    It is not normal for a PC game from C2 to run that slow, period. Even on old CPUs.

  • Jayjay

    Recent NWJs has fixed Linux problems with larger games.

    MAC still stuck at red bar loading once your game gets big, I think it's more than 1,000 objects loaded will get stuck due to OSX issues.

  • C2 holds up really good if you work hard to optimize your events.

    It shouldn't limit your creativity for a 2D game for PC.

  • Thanks R0J0hound & C-7

    It's for all the enemy sprites as well as player & squad, running through the forest and fighting fast paced.

    I thought about doing overlapping but those checks are brutal on CPU when there's a lot of objects to check.

    I'll play around with distance checks, pick nearest and LOS in combination with checking every X time rather than every tic. Thanks!

  • In typical jRPG, 2D view like Zelda, you have a lot of sprites of trees, shrubs, decals, etc that are quite static.

    But then you have the player, monsters, etc that move around and so you have to constantly update their position and determine which sprites go on top or below. ie. When the player is "behind" a tree, it should have the tree sprite on top.

    I know the basic approach that is to compare them on the Y axis, but my concern is if the map is huge, and there's a LOT of objects to compare to, it would be quite CPU intensive and so on mobiles, performance would suffer.

    Is there a more efficient approach?

  • Performance on PC was horrid a few months ago due to major issue with the wrapper, NWjs, older versions had buggy vsync, resulting in stutters and dropped frames. They also had memory leaks that caused bigger games to lag out after a short play session.

    I'm happy to say it's all fixed with recent NWjs builds.

    Mobile wise, WKWebView on iOS is extremely fast. But Android is still poor for bigger complex games.