ludei's Forum Posts

  • The property itself is the one that causes that the progress bars are not working. It is set to true by default by Ashley. We can't change it.

  • If you are using Canvas+, it might be related to the Lazy load property.

    Try to disable it as it is explained here:

  • Does Cocoon support WebGL?

    This question is quite wide, but yes, it does.

  • You can use the Feedback button .

  • 1) What Exporter is to choose?

    Cordova exporter.

    I'm using the latest CoccoonJS Plugin available at Github

    Just in case, use these ones: https://github.com/CocoonIO/atomic-plugins-c2

    Cordova Plugins aren't supported then

    They are <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">. Even on Canvas+: https://cocoon.io/doc/canvas_plus#supported-features

    However, they must be adapted for Cordova 5.0.0

    My Question: If I want to use Canvas+, then I only can add the plugins available at 'Cocoon' (at the Plugin tab on cocoon.io)?

    No, you can add more plugins. You can use cranberrygame plugins in Canvas+ too.

    My Question: How do I install the plugins correctly? And do I need to choose WebView or WebView+?

    You can use the the plugins tab in the project configuration.

    About the webview engine, it is up to you.

    Here you have some information about Webview+: https://cocoon.io/doc/webview_plus

    And here some about the System Webview: https://cocoon.io/doc/webview

    Everytime I export and upload the files (built with Cordova) the settings at Cocoon.io will be overwritten. Even if I delete the config.xml file before uploading.

    If you are sure you don't have a config.xml file inside the zip and you are saving the changes correctly at the cloud, please, send us the zip file to have a look at it, because it should not happen in the way you describe.

  • Hello,

    We fixed this error. It was caused by the dev-app plugin. It should work fine from now on.

    About minification, we are having a look at it. About WebGL and scaling issues, there is a fix explained here:

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hello,

    If you check the end of the log, you will find these lines:

    [quote:2klbycdz]In file included from cordova/platforms/ios/Dodgy Ninja/Plugins/org.apache.cordova.inappbrowser/CDVInAppBrowser.m:20:

    cordova/platforms/ios/Dodgy Ninja/Plugins/org.apache.cordova.inappbrowser/CDVInAppBrowser.h:23:9: fatal error: 'Cordova/CDVWebViewDelegate.h' file not found

    #import

    ^

    1 error generated.

    ** ARCHIVE FAILED **

    This error means that the plugin is not updated to work on the Cordova version our compiler supports.

    https://cocoon.io/doc/faq#my-plugin-doe ... piler-why-

  • This is probably because the zip files you are using don't have the cordova files inside. We have fixed this in the Developer App and now even if you don't have the cordova files (cordova.js, cordova_plugins.js, etc) it will work.

    >

    > This is the error i get in the developer app.

    > -I've exported with cordova,

    > -set minify off

    > -deleted the config and intel addition files

    > -put everything in a www folder and zipped it(ive also tried it without putting it in a folder)

    > -I uploaded to the cocoon site, selected canvas +

    > -removed the whitelist plugin(I also deleted all cranberry plugins from my project)

    >

    > I don't know where else to go from here. I keep getting a black screen and that error in the debugger.

    >

    > Any suggestions

    >

    I'm getting the same thing, did you solve this error?

  • > ludei hey I'm using cocoon.io and I'm having issues with compiling iOS. Android compiles fine but iOS never compiles. Here's what I did.

    >

    > Exported C2 project with Cordova, I compressed the files into zip folder excluding the config.xml, I used guided creation to help me, chose to drop a zip file, chose canvas+, I installed the in app browser plugin, put the same Bundle ID as in the ios app, uploaded an icon, and tried to compile but fails with iOS.

    >

    > I didn't touch the signing keys and I don't know what Content URL is for so I didn't touch that either (is this the problem?).

    >

    > I even followed this tutorial but no luck.

    > http://www.joshmorony.com/how-to-build- ... -cocoonjs/

    >

    > What am I doing wrong? Please help. Thanks.

    >

    I am struggling with the same problem

    Please, send us the error log provided after the compilation fails. We will have a look at it.

    It is possible that the problem is the plugin. If it is not updated to work in Cordova 5.0.0, the compilation will fail.

    Regards

  • >

    >

    > > Im still getting black screen. Without physics behaviour runs ok.

    > >

    > > Here are the files

    > >

    > > Source zip: https://www.dropbox.com/s/bls08z9hrh6t3ia/source.zip?dl=0

    > >

    > > Apk: https://www.dropbox.com/s/el4goc6uzyc5dkz/android-armv7-debug.apk?dl=0

    > >

    >

    > Have you sent your feedback through the feedback button? I really recommend you to do it because here I am just one and there they are many and all the developers will receive the issue.

    >

    >

    >

    Yes, i've used the feedback to report the bug the past week. Your team knows the bug?

    They are aware of the bug and they are investigating it. You will be contacted through email as soon as there are news.

    Regards

  • If it is a project for Cordova, it is better if you start using the new cloud: http://cocoon.io/

  • ludei

    C4rtman

    Works now, i just had to set WebGL back to on.

    Thanks for the quickfix - will this fix be implemented in the compiler at some time?

    Yes, you need WebGL by now.

    Well, it is not something we can include in the compiler. You are editing C2 runtime, so it is up to Ashley.

    also, the "on mobile back button pressed - browser close" dosnt seem to work.

    i can't exit the application.

    You need to use plugins for cordova.

    You can use our new plugins. The one for Canvas+ has an exit function:

    This plugin is the only one that does not require installation at the cloud. https://github.com/CocoonIO/atomic-plug ... oon-canvas

  • Thanks a lot cranberrygame.. That's a pretty cool feature!

    I hope it works. Now the only problem, is the scaling issue. But that is ludei i need help from!

    Well, the provisional fix for the scaling issue was written on this topic:

    https://www.scirra.com/forum/cocoonjs-plugin-updates_p939689?#p939689

    One thing I've been asking for since February is a direct download link to the CocoonJS player. Forcing developers to go through Google Play, or use the cloud compiler to run their projects narrows your maintenance down a bit, but c'mon guys, how difficult is it to simply post a link?

    The link in Google Play is the only external link we provide, but it is just for testing the before starting to use the cloud, which is the real tool. It is thought as a showcase and fast testing. The real workflow is to use the cloud compiler to create a custom launcher as soon as you know how your project should work (and which environments and services you need).

    Our recommendation is to use the custom launcher rather than the one in the stores. The launcher at the store will be always worse than the one you can compile at the cloud, because this second one includes all the fixes as soon as we upload them. It shouldn't be required to compile a custom launcher more than once or twice per project if the settings are correct.

    In the new cloud there will be only one way of getting a launcher: compiling it from the project settings. We call it dev-app, but it is a custom launcher after all (with all the plugins, configuration and resources the original project has).

  • The best solution is to start using the new cloud: https://cocoon.io/

    After the exportation, delete the config.xml file generated by C2. Then, compress the project and upload it to the cloud in Cocoon.io. A new config.xml file will be generated inside the cloud.

  • ludei

    Would you consider adding support for Google Saved Games to ATPGooglePlayGames? It's an incredibly awesome service that you can read about here:

    https://developers.google.com/games/ser ... savedgames

    We wanted to have a basic plugin before adding new features. Now we are planning to add new features, so we will investigate if it is possible to add this one too. At least, to the ATP. I can't guarantee that, even if we include it in the ATP for Google Play Games, it can be adapted to C2. I need to investigate it first. But we will have a look at it.

    Im still getting black screen. Without physics behaviour runs ok.

    Here are the files

    Source zip: https://www.dropbox.com/s/bls08z9hrh6t3ia/source.zip?dl=0

    Apk: https://www.dropbox.com/s/el4goc6uzyc5dkz/android-armv7-debug.apk?dl=0

    Have you sent your feedback through the feedback button? I really recommend you to do it because here I am just one and there they are many and all the developers will receive the issue.

    I think the new compiler is to complicated. I don't get it. Do i need to edit xml files, and remove files from the exported cordova application? i liked the old method better. This is much worse...

    Yes, you have to delete one single file: the config.xml file, and we will generate a new one at the cloud. The C2 exporter for Cordova is for Phonegap and the config.xml file includes plugins by default that are not supported by Cordova 5.0.0. Why do you think that is complicated?

    In addition, you don't have to edit by hand anything at the cloud if you don't want to. There are wizards and sugar code almost everywhere and we are still adding more. It is a beta, so we are still working on it, but I don't think it is complicated at all. If you have any suggestion for improving it, you can always send us a email using the Feedback button. If you like the old compiler, you still can use it if you want.