ludei's Forum Posts

  • I suppose you didn't change nothing between versions, could you please send us the project to take a look? Thanks!

  • That's because our demo uses our native Box2D binding, while Construct exports don't (yet), so your exports don't get the performance improvements our binding can deliver.

    The Box2D binding is not yet complete, and until then it doesn't make much sense for the Scirra guys to use it in Construct, as some features would just not work on CocoonJS.

    As soon as our Box2D binding is able to everything Construct needs, integration will be a matter of minutes :)

  • Hi Koen,

    Send us the HTML5 zip file and we'll take a look at it and see if we can figure out what's making it run that slow.

  • Hi everyone!

    The Ouya project does certainly look interesting, but we don't have the SDK... nor the device itself!

    From what we've seen, it looks like a pretty standard Android device with a couple of APIs on top to provide specific hardware support, so it shouldn't be very hard to provide full support for it.

    However, unless someone sends us over a devkit (and we manage to save a couple of days to tinker with it), I guess it'll have to wait for the moment ;-)

    Regards!

  • Hi Delgado,

    We're mostly battle-testing our platform and making sure every part of the platform is rock-solid.

    As for new features, we have quite a few things waiting for the next release, but most importantly:

    • Revamped Facebook + GameCenter extension
    • Improved (and optimized) Box2D extension
    • In-app purchases system
    • New ads subsystem for android (with support for more ad providers)
    • Lots of improvements in the cloud system
    • Support for user-selectable feature enabling/disabling (so we can remove unneeded permissions in android, like camera or billing).
    • HTML parsing with divs support

    I'm sure I'm leaving out quite a few things, but I think that's a good teaser for the moment ;)

    Of course, some of those features might not be ready for release with the next update, so please have some patience if your favorite feature is not released right away :)

  • Hi guys!

    Ok, a bit late here, but I think all this needs a bit of explaining on our part.

    The Box2D extension is still quite incomplete in the last version we released, so there are several things that don't work yet. Contact listeners are missing, fixture support is incomplete, etc. We're working on improving support for all these things, but for the moment I'm afraid you'll have to wait, as making Construct support every feature of Box2D in CocoonJS would take an enormous effort from Scirra.

    We hope to get that extension to a point where integration into Construct will take a few seconds, but for the moment it's not complete enough for that. We'll keep working, though.

    You can take a look at how we're doing in our extensions repo here: bitbucket.org/ludei/cocoon_cocoonjsextensions

    (Please note that only the "master" branch will work with the released version of CocoonJS)

  • Hi,

    We're working on it and will be in our documentation with the next release. Anyway, remember that only premium users can use the extensions. Thanks!

  • Hi Ashley,

    Yep, the "relatively" part is the tricky one. Because of how it's implemented internally it's not as easy as it would seem at first sight. We'll definitely have to think of something, though. We'll keep you posted.

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  • Hi pavelkn,

    The most likely problem is the device is running out of memory. We're working with the Scirra guys to find a way to load/unload images as they are needed, but for the moment CocoonJS loads all images on startup, and it needs enough memory to do that.

    Also, image compression doesn't help at all for this, as images are decompressed when loading them into the graphics card. So, for the purpose of in-game memory usage, it's like if you were using BMP images (or uncompressed TIFF images for the ones with alpha channel).

    There's also the issue of NPOT textures, which makes textures of 513x513 pixels use memory as a 1024x1024 texture, for example. Always try to reduce images to power-of-two sizes (or tightly pack several small images into a bigger POT one) if you are able to do so. Otherwise you'll be wasting lots of GPU memory.

    Until we implement a way to load/unload images on request, our suggestion is to reduce the images size until they fit in memory.

  • Thanks Joannesalfa!

  • ZhaoYun The audio volume issue, we do define the audio.volume property. That should be enough to change the volume.

    As for the orientation lock, we fully support it. In the launcher you just have to select the orientation in the settings panel (gear icon on the top right), and in the cloud system you have a set of checkboxes to select what orientations you want to allow.

  • Hi macpk, in JS we define the "navigator.userAgent" property with all the info we have about the operating system. Not sure how you would access that from Construct, though...

  • Hi,

    As you know the new version of CocoonJS is ready. We fixed some bugs and looks like everything is working fine ;)

      A new and improved extension system In-app purchase support and test-bed Another performance boost A new and improved rendering system Accelerometer and Gyroscope support Support for Box2D physics engine Android back button support iPhone 5, iPad mini and iOS 6 support New demos

    The Android Launcher and the iOS launcher have been updated too. As usual, if you need support contact us directly or send us all your questions the way you like most.

    Thanks!

  • Yes, please try again because we fixed some bugs. Thanks!

  • You can always download the last version from our wiki:

    wiki.ludei.com/cocoonjs:launcherapp

    Thanks!