ludei's Forum Posts

  • Hello,

    Provide a device log, please. I need to see the error in order to help.

    Regards.

  • Hello,

    I have no idea how you are testing, but the InApps are working. I have been testing them during the last week.

    Are you using iOS or Android? Are using the sandbox mode? If so, what message does your app return?

    What about the log? Does it say something remarkable?

    Are you using Canvas+? Does the console log at the launcher report any error?

    I can't help you without information.

    Regards

  • Please, provide us a testcase. I need to reproduce the error in our devices.

    Regards

  • Isn't it easier not to use that kind of characters? You should test your game using the launcher or a custom launcher instead of relying on browsers. Specially if you plan to use Canvas+. In addition, as soon as you create the zip file, it is possible that this won't work. My recommendation is to include them in your project.

    In any case, it is not recommended to use this kind of characters in Android because the OS compresses all the resources on a zip file and moves then to the APP Storage and they can cause troubles.

    Cheers

  • Hello,

    About the first issue, we will have a look at it. In any case, please, do not use the unmanaged method in the plugin unless you are capable of create your own verification method.

    About the second one, there are some expressions you can use:

    Regards

  • If you managed to run the demo, for sure it is the latest one . It is just a different name. If you click on the CocoonJS object, you will see that the type of the object is CocoonJS and the name is CocoonJSAds.

    In any case, the plugin will go back to its previous state every time you update C2. We recommend to update it just after updating C2, in order to prevent error.

    Regards

  • Hello,

    First I need to know how you are exporting the demo. In addition, as it seems to be an iOS problem, is there something remarkable in the device log? In Canvas+, please.

    The rest, it makes sense, as Webview+ and the System Webview support DOM access and this method is not necessary. You can use DOM UI elements on those environments.

    Regards

  • Hello,

    Yes, there is an example in the demo about how to use the Keyboard inputs for Canvas+. They are included in he latest plugin.

    If you download one of these capx, you will see how to use these functions: https://github.com/ludei/Construct-2-pl ... aster/capx

    Regards

  • Hello,

    What do you mean by "not compatible"? Could it be that you are not using the latest plugin?

    Regards

  • > so why do games wrapped with CocoonJS Canvas+ are faster than games wrapped with Crosswalk?

    >

    I don't know, it's a closed source engine.

    Well, we have already said it several times. It is precisely because it is not a full browser. It is designed for a fast gaming experience.

  • Here it is: https://play.google.com/store/apps/deta ... jslauncher

    Download it straight at the device. Then, run your game using a server or including a zip file with your source code. Run it on the launcher.

    In the FPS button, that it is the access to the launcher console, you will see if there is something wrong in canvas+.

    About the Atomic Plugins, if you export using Cordova exporter and you use the CLI, yes, it is possible right now. Atomic plugins are not available at the cloud. However, as your target is Android, it will be much better as soon as we manage to complete the beta. First of all, because the new Webview+ for android is completely up to date. In addition, Atomic plugins work in Canvas+ in the new cloud too.

    Regards.

  • Any news on when Admob will be included in the CocoonJS plugin?

    It won't be included in the plugin. It is a new plugin, this one:

    https://github.com/ludei/atomic-plugins-c2

    There is a demo included and it works with cordova exporter and a debug apk configured for admob.

    And it is ready for being used in the CLI and the Webview+. It will work in the new cloud on Canvas+ too. As we said, it will take few weeks.

    Also ludei, I can export a game using Admob object through Crosswalk and it runs fine on the few devices I tested (if a bit janky).

    So I wanted to try the Cocoon export, I removed Admob object and all Admob related events (and logic) and exported and built using Cocoon cloud compiler, however all I get is the Cocoon logo then a black screen...I tried with and without the Cocoon object in Construct. Built the same project in Crosswalk again (without Admob), ran fine.

    So I then made a test app, just 2 sprites and an on touch event, compiled and ran as expected via Cocoon.

    So I'm a little lost as to why my project won't run...any ideas?

    Without a log or a capx I can't tell you anything. Did you try using the launcher? Where you using canvas+? Have you tried the Webview+? Is it for iOS or Android?

  • Hello,

    Sorry for being kinda Off Topic, but can anyone link me to any tutorial that shows how to setup admob for cocoonjs, and also to setup all the necessary things for IAP in cocoonjs to work.Searching didn't help. And I can't really understand the social feature. Is it for FB? If so how to get it to work?. Thanks in advance

    Tutorial: https://www.scirra.com/tutorials/781/ho ... b-cocoonjs

    Demo for ads and inapps: https://github.com/ludei/Construct-2-pl ... aster/capx

    The social feature depends on the configuration in CocoonJS object. It is Google Play, Game Center or Facebook. It is not possible to include two at the same time, unless you pick an option to set the social service depending on the device. In that case, Google Play or Game center will be picked depending on the OS.

    The social feature is an abstraction of different social services. The aim was to select the social service and being able to work with it easily and almost in the same way with all of them.

    Hey people, about the issue with clearing webstorage on low space, there's a new Local Storage plugin in r202. Can anyone with low space on ios device try it?

    If something can be done, it will be done for the new cloud, as we are very close of publishing the beta.

    If someone provides a testcase that works on cordova exporter, we can make some testing on the new cloud and the latest environments.

    Regards

  • any update on this?

    i've created just a sample construct 2 project with only 2 sprites and no functionality and exported it using Cordova, created a zip file with the exported content, copied the file to my phone and tried to launch the app using the launer

    result:

    black screen

    canvas+ error: JavaScript Exception (Tag: 'script'): ReferenceError: jQuery is not defined at Window.<anonymous>(<anonymous>:2:17)

    Hello,

    Canvas+ does not support JQuery and Cordova exporter requires it. In addition, Canvas+ is not meant to be used with cordova exporter, please use the deprecated one, because it is working perfectly even if it is deprecated.

    Once we publish the new cloud, it will be possible to use cordova exporter for Canvas+. Cordova exporter in the actual cloud only works if you plan to use the CLI, and the CLI is only ready for the Webview+.

    Regards

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    Regards