ludei's Forum Posts

  • ludei

    1- should i add the cocoon plugin in C2 project + ATP or just ATP?

    2- How to export from C2, as CocoonJS or html5 website?

    3- How can i add the app icon and splash screen?

    4- What plugins should i add in plugin section on cocoon.io website?!

    1. The old plugin just in the old compiler. Use ATP plugins or any other plugin for Cordova. If they are adapted for C2 and Cordova 4.0.x they will work.

    2. No, using cordova exporter. Delete the config.xml and let the cloud to create a default one. If using Canvas+, remove the whitelist plugin installed by default.

    3. In the config.xml, it is written in the documentation: https://cocoon.io/doc/icons_and_splashes

    4. The ones your project uses. If you used ATP for ads, search for them on the list and install them.

    If there is a blank screen, there is an error somewhere. Please, use the dev app for debugging.

  • From now on, the laucher will be called "developer app". You can compile one directly at the cloud, in the project configuration. The dev-app will have the exact configuration the original project does. And you can keep on testing in the same way .

  • Hello,

    Is necessary to add the CocoonJS plugin in the C2 project or is enough with the ATP?

    Nop, it is not necessary anymore . CocoonJS just for the old cloud (or your project will crash). In addition, yesterday we updated the ATP for C2 to delete de unnecessary dependencies. When installing the plugins at the cloud, the required files will be injected in the project, so you don't have to worry about versioning. We will keep the libraries up to date.

    We are now migrating the rest of CocoonJS plugins into several ATP. It will be possible to have Facebook and Google Play at the same time as they will be different plugins. And we will keep Canvas+ special features (Keyboard, dialogs, device info) on another plugin.

    I see there is no "test option" in ATP. that means that all the ads displayed are real?

    Yes. I am not sure if we had a test option for ads. The ATP for InApps detect if you are using the sandbox or not, and even autofinish a transaction for you, but ads are real as soon as they are showing in your app.

    Cheers .

  • ludei

    is canvas+ supported by ios 7 ? since i need to work at least on ios7 ....

    thanks for reply

    Yes, it is . Not Webview+ for iOS. But Canvas+ is our own webview engine.

  • ludei I see that Cocoon.IO will be Cordova/Phonegap compatible. Does that means we can use Cordova AdMob plugins directly without the need for MoPub??? MoPub was the ONLY reason I moved to IntelXDK.

    Thanks

    Yes, you can use Cordova Admob. I will assume that plugin is working on 4.0.x (Cordova version).

    If not, you can use the ATP for Ads. They are adapted for C2 and you can intall them at the cloud easily: https://github.com/CocoonIO/atomic-plugins-c2

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  • ludei

    ArcadEd

    fldr

    Did you sign the apk inside the cocoon.io cloud compiler? I did not and it does not want to install on my devices.

    But if you don't sign your project, you still will get a debug_signed apk for testing and installing it in your device using "adb install" command.

  • I get this error from the launcher.

    window.cordova not found

    and this warning

    Not found getElementById: c2canvasdiv

    Where are you testing your game? Did you compile a developer app?

    The old launcher is not working in the new cloud.

  • what's the difference between canvas and canvas + ?

    what about the splash screen ?

    Canvas is a HTML5 element...

    Canvas+ is a Webview engine for canvas (the element) based games to improve their performance. As you are asking for the Splash, if you see the splash it means you are using Canvas+ (previously known as CocoonJS, but know you can pick among more webview engines).

    The splash will be there, as always. It is a beta, so there is no way of removing it until the beta period ends.

    is cocoon suporting the multiplayer photon plugin since it work on safari browser (ipad and iphone)?

    thanks for reply

    I don't think that is a Cordova plugin. One thing a C2 plugin and something different a Cordova plugin.

    We support Cordova plugins. If they are adapted for C2, you can use it in your project and, after you export it, add it to your project at the cloud.

    Both (the C2 plugin + the cordova plugin) are required.

    Regards

  • ludei

    I did not sign my apk. I tried to install a debugged one and it would not install.

    Is there some editing I need to do in the XML file (the one that cocoon makes in cloud) in order for it to work?

    Then I wonder how you managed to install it on a device if you didn't signed it and you are not using the debug_signed... :/.

  • Finally got my account for the new Cocoon.io service <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> ludei is there a release date for the cocoon.io plugin for construct 2? <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    Which one? <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> Every single plugin adapted for Cordova and supported in Cordova 4.0.x will work.

    If you mean the ATP, they are already adapted: https://github.com/CocoonIO/atomic-plugins-c2

    More coming soon <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">.

  • I compiled the project and got 4 .apk files, I downloaded the unsigned apk onto my device

    And did you sign it? You should test using the debug_signed one. In ddition, please, check you picked the right one, beause now we support x86 and ARM.

  • Thanks for your feedback. But remember to use the Feedback button on the screen so all the team members will receive the suggestions and not only me <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">.

    It will be faster for everyone.

    Just a request. Is it possible to enable the immersive mode on Canvas+? Those soft buttons are a punch in the eyes <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    Well, it is possible. But it must be done through cordova plugins.

    This one I think it does it: https://github.com/mesmotronic/cordova- ... een-plugin

    But I don't know if it is available for C2.

  • I think you need to export as cordova, even when uploading to ludei (And in ludei, choose the cordova option). But the current standard is to use Intel XDK, it works much nicer in my experience, even when i was trying to stick to ludei

    Well, in the old cloud I recommend to keep on using our exporter.

    If you want to use Cordova, you can always try the beta of the new cloud.

    http://cocoon.io/

    However, if you use Cordova exporter, our plugin (https://github.com/ludei/Construct-2-plugin) is not adapted.

    In the new cloud, you should use the new Atomic Plugins for C2: https://github.com/CocoonIO/atomic-plugins-c2

    Anyway, if there is a blank/black screen, it means there is an error and there is nothing painted on the canvas. Use the launcher to debug the error or the "adb logcat" command.

  • Hello,

    We have moved the atomic plugins to a new repo in order to avoid confusions. We have also updated the readme to add some missing information.

    This is the new link: https://github.com/CocoonIO/atomic-plugins-c2

    Cheers

  • I can run your project perfectly in the launcher. It has sound, it gets the .ogg files as it is supposed to because it is Canvas+. There is not a blank screen by now. I will try compiling the project.

    Edit: It works too once it is compiled.

    Edit2: It works in the new cloud too, apart from the known issue we are currently solving regarding ScreenCanvas and WebGL.