ludei's Forum Posts

  • Hi gracianogodoy

    Please read the documentation about how to use ads in CocoonJS:

    wiki.ludei.com/cocoonjs:extensions:ad

    Remember, you need to be a premium user to use the ads extension.

    Thanks!

  • What URL are you trying to access to? Thanks!

    If you prefer send us your project by DM.

    Thanks!

  • Ok, after some digging, it seems this should fix it on Android: developer.android.com/reference/android/view/View.html

    We've just added this, so next release should have this fixed.

    Thanks for reporting!

  • rexrainbow Yann Data being stored in JSON format, we don't see anything that would make this fail on CocoonJS. Also, unless it's doing "software-rendering" by drawing pixels manually one by one to the canvas, it should also get quite a nice speed boost from our rendering system :)

  • Hello,

    Definitively, devices like iPhone 3GS and iPad1 have limited memory cappabilities. This does not mean a game won't work (we have several fairly complex games running on them) but you have to manage your resources carefully. For instance, do not load all the backgrounds at a time, but when you need them. Having power-of-two friendly resources definitively helps to minimize the memory waste but remember that some graphics hardware/drivers do not allow textures bigger than a certain size (2048 is usually the limit).

    rule of thumb, control as much as you can what resources you use each time.

    Regards,

    Iker.

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  • Hi ByR,

    I think you're not really doing anything wrong, it's just that CocoonJS doesn't yet have support for gamepads. I've added it to our task list, so when we get some time we'll try to add support for it.

    Thanks for the heads up!

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  • Hi everyone,

    Yes, the Cloud Compiler currently does that because we don't yet have a method to selectively enable/disable features in CocoonJS, so every possible permission that any part of CocoonJS can ever use must be requested.

    We're working on a system to selectively enable/disable certain parts of our system (camera,store,ads...) so those permissions aren't needed, but it's not yet finished and it'll take a few weeks at least to be released.

    Until then, we think your only option is to try your luck with the apk tool other users have suggested.

  • I am having an issue previewing over wifi with the CocoonJS app on both iPhone 5 and iPad. I get the fps display but the screen is just black. Any ideas?

    Sorry for cross posting.

    The FPS counter is also a button that gives you access to the CocoonJS debug console. Please, check if there is any error. If not, please, contact us using our support page: ludei.com/about

  • One more questions. What sound format must be loaded for Android? I thought it should be ogg , but in reality played format mp4(I deleted all sound with format ogg). Did I miss something here?

    Supported formats: "audio/mpeg", "audio/mp4", "audio/x-wav"

  • For anyone wondering about the effects of screencanvas rendering in the latest update: I've noticed an all-round boost in frame rate on iOS via CocoonJS. In my game, there's a significant increase during cut scenes (essentially 3-5 large sprites being panned slowly) - the scenes have gone from ~30FPS to ~42FPS. However, the increase is negligible during gameplay (10-15 sprites, basic physics, GUI overlay) - the scene has gone from ~28FPS to ~30FPS.

    This means that the change probably won't make a previously unplayable game playable, but it might help make for a smoother experience.

    Screencanvas improves rendering speed for sure but it depends on many things: The device graphics hardware and driver, the application rendering pipeline, etc.

    About keyboard support, CocoonJS provides a text input dialog for basic text input (checkout our extension file CocoonJS_App.js for the TextDialog related functions and also our TextInput demo at storage.cocoonjsservice.ludei.com/demos/cjs3801793643225403841keyboard.zip). I guess you are talking about external keyboard/device support. Adding such a feature is not in our short term roadmap unfortunately.

  • Ok, we've been seeing some users having trouble with this, while for others it works just fine. After some digging, we think we've found a couple of issues.

    First of all, CocoonJS searches for fonts by filename, and not by the internal font name. This means that if the font name is "my super font!", but your file is named "my_super_font_0.ttf", Construct should ask CocoonJS for a font named "my_super_font_0". We know this is not "standards compliant", but it was the easiest way for us to add this feature.

    Also, there seems to be some trouble with some Construct exports we're getting, which instead of having a folder named "fonts", have font filenames that start with "fonts\" (which on Unix file systems is a valid part of a filename). This means CocoonJS doesn't see any "fonts" folder, so no ttf files are loaded.

    We are guessing the way Construct generates the zip file doesn't correctly generate folders, but we're not quite sure yet. If you want to check if a zip file is correctly constructed, just unzip it on an OSX machine, and you'll see if the "fonts" folder is created or not.

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  • Ok, I guess we have to step in here!

    First of all, performance is and will always be one of our top priorities. We are usually forced to divert efforts away from performance improvements and into other features, but anything that could hurt performance is examined up close to make sure we're never slower than we were before.

    As I'm writing this, we're giving the final touches to a time profiler system that allows us to check exactly on what sections of our code the CPU is stalled or unreasonably busy. This should help us enormously to track down performance problems.

    However, just as Arima says, there are some things that are beyond our control, like hardware capabilities.

    Android devices are getting quite good now, but most of the ones from 1-2 years ago have embarrassingly low specs compared to the iOS ones.

    Also, the operating system itself is getting really fast now after "project butter", but Android 2.x is about as slow as you can possibly get for an OS. We've seen the same hardware going from 30 to 60 fps just because of an OS update :-

    So, to sum it up, we'll keep doing our best to be as fast as physically possible. Miracles might take a bit longer to achieve ;-)

  • delgado

    supportkgf@ludei.com

    Thanks!