ludei's Forum Posts

  • Do you mean in the old cloud or in the new one? In Cocoon.io you should get an already signed and aligned apk ready for uploading it to the store without issues.

  • Hello,

    Thanks for your help.

    Where is it exactly? I can't find it.

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  • ludei

    hi,

    can i use this plugin (https://github.com/ludei/webview-plus/) on my crosswalk project and will work with intel xdk compiler (just to try) ?

    Sorry, but no. That plugin is deprecated and the one in the new cloud, Cocoon.io, is not available yet outside the cloud.

    and what about "width=device-width" and "minimum-scale=1"

    What do you mean? Give me some context, please.

    By the way, we have adapted more ATP for C2.

    * Social (Google Play Games and Game Center)

    * Native Share

    * Canvas+ special features

    * Work in progress: Facebook

    You can have a look at them here: https://github.com/CocoonIO/atomic-plugins-c2

  • I have not compiled a Signed APK yet, but I am curious to know, while using the new Cocoon.IO, will we get to see the "Powered by Ludei" logo? I really want that. lol =]

    Also, while using Construct 2 r206, is there a way to avoid Cardova and go straight CacoonJS?

    You will see the logo in Canvas+, but there will be a way to remove it as soon as the beta period ends.

    But our compiler is based in Cordova. Why is that a problem? What do you mean by "go straight Cocoon"? If you want to use the old cloud, yes, you can keep on using our exporter. For the new one, you need the cordova exportation.

    black screen black screen

    So there is an error somewhere . Please, check the log.

    I do not want the powered by Ludei logo, thanks

    When the beta period ends, you will be able to remove it if you want.

  • Yes, that's a bug. That version code in the settings UI just simulates the final version code in the simulation but there's a number missing. We will fix that for the next release. It shouldn't be a problem to publish your app.

    Thanks for the bug report!

  • Hi,

    We have fixed the result zip file size. Now when compiling with Canvas+ you'll get just one APK for ARMv7 architectures as Canvas+ does not support x86.

  • [quote:2rld2fs5]Here are my files

    .capx

    .apk

    .zip

    Thank you for t¡the files. We have tested the attached apk on the Nexus 7 and it was not fullscreen. But after creating a new compilation in the cloud with the zip file, now the game is fullscreen on the same device. The difference between both compilations is the cocoon_canvasplus.js (automatically injected when you compile with canvas+). You apk was not using the latest version. When did you compile this APK? We updated that javascript file 3 days ago. Try this apk https://db.tt/x76en6Wz or create a new one in the cloud.

    [quote:2rld2fs5]Curious how the dev app displays correctly over wifi. Fills the whole screen.

    Something happening during C2 export, or a difference in how the dev app works? Hopefully not the later...

    Just tried your latest compilation apk in 4 devices and its full screen on all of them :-S. Attached image (Nexus 4, Galaxy S3, Galaxy Tab 10.1 and Nexus 7 1st gen):

    https://dl.dropboxusercontent.com/u/22509177/IMG_0214.JPG

    Please make sure that your apk is replacing previous installed versions. If the devapp runs ok, the compilation apk should work the same way, it's exactly the same render engine. The only difference can be if you are changing some canvas+ settings in the devapp, but with the defaults it should be the same.

    [quote:2rld2fs5]How long +- BETA phase will take?

    in case of some Construct 2 incompatibilities - do you need any support from Scirra?

    Probably we will need the fix to be included in c2runtime.js. But let's make sure that if solves all the problems before doing it <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    Regarding the BETA phase, it depends on when we finish some pending tasks, can't tell you a official date yet <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    [quote:2rld2fs5]I was able to get my game to export correctly using the new c2runtime.js change. The only issue I seem to have at this point is collisions don't work. Any ideas how to fix that?

    Can you attach a testcase?

  • TiAm We have tested your game (with no new changes) in a newly

    compiled developer app and in a normal compilation. Both are filling the

    whole screen (used portrait orientation). Are you using portrait

    orientation? Can you send us screenshot of the problem?

    Tested on a nexus 7 and Samsung Galaxy S3.

    [quote:3a6dzdsq]:( No luck with the fix, it's still on the 1/4 of the screen.

    [quote:3a6dzdsq]Dont work for me. Still 1/4 size window.

    Another problem that cant indentify is that im getting a black screen after cocoon loading logo in my main project. Before day 5 update the project load and works ok.

    In a simple project test with 5 rotating sprites works ok.

    Can you send us the zips you are using so we can reproduce and debug the problems?

  • [quote:27ld3y1t]Any progress or ETA on WebGL support? Canvas2D scales correctly, but looks kind of low-rez and grainy.

    We have found that C2 Cordova exporter does not use the correct devicePixelRatio value in Cocoon.io compilations, that's why the game is displayed in the 1/4 of the screen. This can be fixed with a minor change in the following line in c2runtime.js (the change is marked in bold)

    this.isRetina = ((!this.isDomFree || this.isEjecta || this.isCocoonJs) && this.useHighDpi && !this.isAndroidStockBrowser);

    Let us know if your games run in high-res with this change.

  • [quote:2v3i8ps9]Tried to recompile a WebGL export of my project in cocoon.io

    Game runs great...in the bottom 1/4 of my screen

    We have found that C2 Cordova exporter does not use the correct devicePixelRatio value in Cocoon.io compilations, that's why the game is displayed in the 1/4 of the screen. This can be fixed with a minor change in the following line in c2runtime.js (the change is marked in bold)

    this.isRetina = ((!this.isDomFree || this.isEjecta || this.isCocoonJs) && this.useHighDpi && !this.isAndroidStockBrowser);

  • ludei

    Even though it has been covered on the forum before, a step-by-step guide for exporting to the new cloud would be a good idea once the interface stabilizes and the kinks are worked out. That way when this question comes up, just link to the tut, instead of having to rehash old info. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    Elsewhere: what version of cordova is Cocoon using for .io? What about the legacy cocoon cloud? I ask because of the new Intent/config vulnerability as detailed here:

    http://blog.trendmicro.com/trendlabs-se ... id-apps/9/

    Yes, we are creating tutorials. But they are not visible yet because we are still working on the forums.

    We just need some more time.

    We are using 4.0.x in the platforms and webview engines. But it is 5.0.0 if we talk about the Cordova CLI.

    About that link, it is better if you ask directly to the developer team. Use the feedback button, please, I won't be here in the next days.

    Your system seems to use cordova 5.x

    because cordova 5 complains about "webView.addView(bannerViewLayout);" (previously used in 4.x)

    My cordova plugins work on cordova 4.x

    Need to fix about this cordova version compatible matter.

    Again, please, send the feedbak to the developer team. As far I can tell, the CLI is 5.0, but the engines are using the 4.0.x.

    Sorry for the confusion.

    Regards

  • ludei

    I'm NOT a new user of your service, The new Cocoon should be designed for those users who are familiar with Cocoon cloud.

    You are completely wrong here. What we wanted precisely is to correct all the mistakes and errors we did when we designed the old cloud. Thus, we took into account all the feedback we get over time and we designed a new product.

    Not only the aspect is different. The technology is different too. And it is better than the older cloud in a lot of aspects.

    • You can configure your project permissions directly at the editor.
    • You can use whatever plugin you want if it is adapted to Cordova 4.0.x.
    • Plugins installation and removal can't be easier.
    • Soon there will be a wizard to add icons and splashes (we are currently developing it).

    But if you are still focused on the differences from the previous design, of course it will be hard.

    and please notice that there is no specific tutorials or guides for C2 users yet.

    someone should make a guide for C2 + new cocoon to follow.

    But a Construct2 project in Cocoon.io is exactly the same as any other project once you export it for Cordova.

    There are some specific hints, but I already told you them.

    In any case , here there are several C2 users that actually had test the new cloud and can help you with your issues. They managed to create their projects successfully and they even added icons and splashes.

  • ludei

    is it necessary to use ATP plugins (Ads + InApps) first in C2 project and also after exportation ? Or just one of these options is enough?

    Concerning tutorials, you said that everything is written on the doc, maybe I am just stupid bude what did you mean by that? What doc?

    Well, yes, it is how Cordova works. It is not something specific from Cocoon.io. It you want to use any other plugin it is exactly the same.

    Here is the doc: https://cocoon.io/doc

    It is a general doc. There is nothing specific for C2, but after exportation, your project should work as any other cordova project. I gave you some recommendations, like deleting the default config file and uninstall the whitelist plugin when using Canvas+. There are minor bugs we are currently solving.

  • ludei

    Any progress or ETA on WebGL support? Canvas2D scales correctly, but looks kind of low-rez and grainy.

    Still on it, sorry. It is taking longer than expected.

    ludei Is it possible that CocoonJS doesnt even support fonts like Comic Sans? I built my game with it and the fonts are 1.5x smaller and put back to arial I guess :/

    It is quite probably that you have to add the ttf file in the app. In iOS, for example, that font does not exist by default.

  • ludei

    unfortunately I can't compile using the new cocoon (the old one works for me without any problems) , I got black screen (after Cocoon's splash) every time for 16 APKs!

    I can't figure out the cause of this error and it'll take forever to try every single possibility.

    I think someone has to make a detailed tutorial for that showing the (1) C2 settings (2) plugins used for ads and GooglePlay services (Leaderboard and achievements) inside C2 , (3) Export process, (4) projects settings on Cocoon cloud compiler and (5) installing needed plugins and finally (6) updating the config.xml file with icons and splash screens (i don't know where to add those files in my project directory and where to add code lines inside the config.xml file)

    And here is the big one:-

    I compiled a developer app (1) takes a very long time to complete (2) huge APK file size (3) There is a problem parsing the package !!!!!!

    I can't even install it !

    Please, could you use the feedback button to report everything? If you contact us through that form, all the team members will receive the message.

    In addition, I don't know which plugins you are using and why the don't work if you don't send us the log. It is like going to the doctor and saying "Eh, I am sick. Heal me". We need to know the symptoms.

    Btw, the problem with that plugin might be the version of cordova that plugin supports or that you didn't add the right parameters to the plugin configuration.

    About tutorials, everything is written on the doc and there are even templates. It is required to upload a folder with all the icons and splashes and then to write the route of those icons in the config. We are improving it, but it is just a beta, and that is how it works by now.

    If you added a plugin that is not well configured and you tried to compile a developer app, it might crash.