Knifegrinder's Forum Posts

  • Hello everyone,

    I am building a game and im planing to publish it with CocoonJS.

    So here is my Question: Does the stored data stay on the device after a gameupdate?

    Yes.

  • I'm just wondering if anyone has tried Intel XDK New yet? I was meant to try it, but I have been in Nam for a while.

    Just tried. It works on android. Even with directcanvas (now called app game interface) turned on.

    Unfortunately the framerate is horrible as ever.

    CocoonJS is miles ahead in terms of performance. Despite the bad ads support and the never solved audio bugs it's still the best wrapper out there.

  • What on earth is the terminal? Where do I find the terminal?!?!?!

    The terminal is GIT BASH.

    To work with GC you "simply" have to follow these steps.

    1) Follow all these instructions.

    http://docs.gameclosure.com/guide/windows-guide.html

    Ignore for now the android related part.

    2) Once you have installed everything make sure that GC is running correctly.

    Open a git-bash terminal and type

    $ basil init c2test

    3) If everything is going right you'll find a new folder called C2TEST under the devkit folder

    (it should be located at c:\users\yourname\devkit\c2test)

    4) Now go to the scblaster demo repo on github.

    https://github.com/bubbleboy14/scblaster/

    And click on download as ZIP.

    5) Unzip the content in the c2test folder. .

    6) Export your C2 game to HTML5 standard.

    Replace c2test/src/c2runtime.js with the c2runtime.js generated by Construct 2 for your game

    Replace everything in c2test/resources/images/ with the image assets from your game

    Replace everything in resources/media/ with the audio assets from your game and update the AudioManager in Application.js with the name of your sound files. (You can skip the audio part if you want just a quick performance test on your phone)

    7) Return to the git-bash terminal and write

    $ cd ./c2test

    $ basil serve

    8) Open chrome and type http://localhost:9200.

    You'll see the GC web interface up and running.

    Click on the project c2test and then click to simulate.

    Enjoy your simulated app on the simulator.

    9) Once you have the simulator up and running you'll probably want to export your game as an android apk.

    10) Install the android sdk. The instrucions on GC site are unclear because they refer to the mac version.

    Go here :http://developer.android.com/sdk/index.html

    Download SDK tools and run the installer.

    When the installer has completed it will show you the window you can find here: http://doc.gameclosure.com/native/android-setup.html (Figure : All the checked items are required for android installation.).

    Check the required items and then accept the license.

    11) Install the android ndk. You can find it here: http://developer.android.com/tools/sdk/ndk/index.html.

    Unzip it where you want :-)

    12) Set now the android environment paths (following the instructions on the link posted at point 1)

    13) Open Git-Bash and type

    $ basil install native-android

    14) Go to your c2test app folder and edit the manifest.json file to force landscape or portrait orientation and edit the name of your application.

    15) Return to Git-Bash

    $ cd ./c2test

    $ basil debug native-android

    16) Go to the folder C:\Users\yourname\devkit\c2test\build\debug\native-android and you'll find the exported apk. Install it on your phone and enjoy a choppy, useless and really irritating version of your game exported with gameclosure! <img src="smileys/smiley32.gif" border="0" align="middle">

  • Tried gameclosure on android.

    On my main project it seems like CocoonJS 1.0. Same problems with tiledbackgrounds (sometimes they simply not end where they are supposed to end) and a disappointing performance. For example if you use a black 2x2 tile to create a fadeout effect the framerate drops to 2-3FPS.

    On another project with an insane amount of sprites and no tiledbackgrounds at all it runs like the new CocoonJS on steroids.

    As Ashley said, domless engines are really a pain. Too many limitations and even if you have a standard compliant code like c2 exported js you can't expect it to run like it does on real browsers.

    I'm really curious about phonegap + kitkat chromium based webview, this could be a milestone for c2 developers targeting android devices.

  • When you start the CocoonJS launcher tap the settings icon on the top right -> Orientation

  • You can simply use the C2 preview and use this Chrome plugin to emulate various device resolutions and form factors.

    https://chrome.google.com/webstore/detail/window-resizer/kkelicaakdanhinjdeammmilcgefonfh

  • I have connected my mobile to PC,

    it is has "USB debugging connected" status,

    I run "adb shell" on PC

    but it says: waiting for device

    same with "adb logcat"

    so my PC don't see it...

    how to fix that?

    Some devices require additional drivers and windows is stupid enough to not install them. Open your device manager and see if there is a device marked with a yellow exclamation sign.

    http://www.mobisynapse.com/forum/topic/how-to-know-if-the-adb-driver-is-installed-properly-on-android-phone

    Reading 1.4.5 update features yesterday i saw : "New CocoonJS and Ludei logos!" even now im still laughing.

    This is the complete CocoonJS 1.4.5 changelog. <img src="smileys/smiley2.gif" border="0" align="middle">

    iOS

    Added support for iOS7

    Dropped support for iOS 4.3

    Core

    Updated to iOS7 SDK

    Slight performance increase due to migration to C++11

    Improvements in Core Javascript communication

    Launcher

    Updated launcher service UI for both iOS and Android

    New CocoonJS and Ludei logos!

    Javascript

    Moved the ?focus? function to Node instead of having it inside HTMLElement and Canvas

    Extensions

    Multiplayer and Social

    Added support for Google Play Games

  • If I just had the text, and didn't have the colors changing, it would still be weird. But now that I use the spritefont, its all better.

    Maybe it was the easetween behaviour that for some obscure reason interfered with the rendering... It's hard to say.

    All I know is that CocoonJS + Text objects is a no-no combination. <img src="smileys/smiley1.gif" border="0" align="middle" />

    Is there anyway around the changing colors thing do you know?

    Now that you got rid of text objects you may re enable WebGL and play with the tint shader.

  • That is weird. Why do these kill performance? They're text. I mean, I can see why changing them every second and such does. But in this case I made it so they weren't.

    Because you were changing them every tick (Event 46 of the older capx -> random color) forcing a wasteful rerender.

  • Simply add the "Idle is not flashing" condition to the collision check event.

    You don't need the global variable "IsFlashing" at all to achieve this.

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  • AnthonyB28

    Tried your game. It makes my FX8350 8-core processor jump to a 40% occupation (almost all draw calls) and it's pretty obvious that cocoonjs can't handle such an hungry game.

    You're making an extended use of text objects changing them every tick.

    Take a look to this post.

    You can try 2 solutions.

    1) Turn WebGL off

    2) Replace text objects with spritefonts.

  • Joannesalfa

    Waiting for your tutorial I tried to explore gameclosure by myself.

    Unfortunately I have a strange issue that I can't figure out where to clear it. GC simulator try to locate resources on a non-existing path giving me an obvious 404 error and I can't figure out why. Maybe you encountered this and there's a rapid solution.

    Here's a screenshot

  • In fact I would not be surprised if Microsoft buys it and converts it to some perverted new game development model.

    I don't see the reason why this would be a nightmare.

    Ashley would be counting his (deserved) millions and we would have an entire development team backing this awesome piece of software.

  • Have you tested it compiling your game on the cocoonJS cloud compiler?

    I experienced some gfx glitches with the last cocoonJS launcher that disappear in the compiled apk.

  • CongLatuRations!

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