ludei's Forum Posts

  • Hello,

    The SliderBas is supported in both Webview+ and System Webview, but not in Canvas+. Canvas+ is an accelerated environment which is focused on the improvement of the performance until the maximum extreme, so some features are not supported in order to maintain that acceleration. However, you shouldn't have any problem with the other two environments.

    Regards.

  • Hello everyone,

    Due to the increasing amount of users demanding a solution for the blinking logo, we have decided to create this new post in order to explain all of you a workaround to remove that flickering.

    The flickering issues are related to how Construct2 handles CoccoonJS screencanvas mode on the splash scene. ScreenCanvas is an optional to use specific high performance canvas. It renders directly to the screen buffer without creating an offscreen buffer. This allows huge rendering performance improvements in some GPUs and it also consumes less memory. When using screencanvas is very important to render the whole screen every frame, because android's GLSurfaceView internally performs a swapBuffers operation although nothing is drawn on a frame. Construct2 doesn't redraw the surface while loading resources on splash scene, that's why flickering is happening.

    Flickering issues can be avoided disabling screencanvas and using a normal canvas. Keep in mind that it may affect performance on some GPUs. An alternative solution if you want to keep using screencanvas is to redraw the splash scene every frame while resources are loading.

    To disable Screencanvas you have to:

    • Export the project with Construct2's CocoonJS exporter.
    • Open the exported zip file.
    • Edit the c2runtime.js file and change these lines: var canvas = document.createElement("screencanvas") || document.createElement("canvas"); canvas.screencanvas = true;[/code:iw7f045w] For these ones: var canvas = document.createElement("canvas"); canvas.screencanvas = false;[/code:iw7f045w]
    • Save changes and compress the ZIP folder again.

    Once this is done, you can compile the project in the Cloud Compiler and test it on your device. The flickering Splash should have disappeared.

    About Memory Management, we will open another post in the following days as we are currently working on a workaround to improve it.

    Regards,

    Ludei Team.

  • ArcadEd, Vuuv,

    We are working on the pricing models in which it will be included the one to remove the Splash. Meanwhile, if you still want to remove Ludei's Splash, you can send an email to: sales[at]ludei.com and they will help you .

  • We know there are some open issues regarding the interaction between CocoonJS and Construct2.

    One of them, as you are already asking, is the memory management. We still are investigating how to fix it. We do not have an optimal solution yet. However, we would like to ask here for some help. If anyone can provide a Construct2 .capx file that does not have any memory problem with Ejecta and yes with CocoonJS would be really useful. We are trying to guess why the reference to the image files are not deleted, because the img.dispose() function works with other game engines (and we use it in our games, also).

    On the other hand, we are aware of the problem regarding the blinking screen, or flickering, which takes place due to the canvas+ process that handles graphic buffers. This issue may happen to some engines, and we're finding the solution that fits every engine without breaking the compatibility with others.

  • Ok, so I downloaded the latest CJS-plugin build from GitHub, and...

    https://dl.dropboxusercontent.com/u/45952665/CocoonJS_Error.PNG

    Soo, what am I doing wrong here? I can preview the game normally when I press retry/ignore and even build it to my iPhone without problems.

    I am using beta r181, by the way.

    That error seems a native HTML5 exporter error.

    Please, check if you didn't delete anything by error. We do not interfere with that exporter.

    We tested the plugin in the r179 version and also in the r180 and it worked just fine.

    Cheers.

  • > Slice you turn the export back on again, but Scirra is no longer supporting it.

    >

    Hello TheWyrm

    How to activate the export ? You know ?

    Hello Slice,

    Just use mouse right click in the "Choose a platform to export to" window and select "Show deprecated exporters".

    Cheers.

  • Hello Aphrodite,

    Thanks for pointing this out.

    This is our Open Source Plugin in which there is a .capx that shows how to use it.

    Soon it will be updated to support Facebook. In addition, we will change its name in order to prevent conflicts with the one included in Construct 2.

    Regards,

    Ludei.

  • Hello everyone,

    First of all, we have been reading carefully all your opinions. We would like to thank you all the time you spent around this topic.

    Secondly, we would like to underline that we fully respect Scirra’s decision to hide the CocoonJS related options. Still, we have been discussing internally during several days and we finally reach to a conclusion we would like to share with all of you.

    Thus, we would like to remark that even if we are aware about the limitations that are present in Canvas+, we also want to remember that CocoonJS is not only Canvas+.

    We have just published a blog post in which we explain our point of view.

    We hope to see more Construct2's games published using CocoonJS .

    We will be reading all your answers during the following days and helping in everything we can. We really appreciate Construct2’s Community opinion .

    Kindly regards,

    Ludei

  • The problem was derived from a requirement from Google. Every android application on the Play Store must have certain libs included, as JLH1964 stated.

  • Following Android version,

    Ludei's Official Ads Demo showed nothing on iOS CocoonJS Launcher.

    (iOS Ads Demo had worked well 3 days ago.)

    We've deactivated our campaign at MopUb for some testing, but the ads are working correctly, just compile a Custom Launcher with your adunit id and it will work correctly

  • Can you provide us a .capx of this issue? That would be great for find a solution. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Hello!

    We are aware of some problems of games that use WebGL as a renderer, for now the best solution is to use the canvas renderer which is heavily tested and wait a bit long until we improve the WebGL renderer <img src="smileys/smiley1.gif" border="0" align="middle" /> .

    The Ludei Team

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  • Hello everybody,

    With the new release of CocoonJS 1.4.4, Ludei has included support for the HTML5 gamepad API. You can find more information here: blog.ludei.com/html5-gamepad-api-support-in-cocoonjs-android-ouya-nvidia-shield

    Enjoy!

  • We are aware of the problems with the accelerated engine in CocoonJS and we are working with Ashley to solve this issue,

    Thank you

  • Hi Rayek

    Please change the WebGL render mode to Canvas render mode, this should boost the fps of your game, if is not the case, please contact us at ludei.com and we'll be glad to help you on this.