part12studios's Forum Posts

  • Hi there,

    I'm working on a port of a game from HTML5 to iOS using cocoonjs.. but i'm seeing a problem (with the help of my xcode developer partner) that the entire game is trying to load at the start.

    What is happening is the app is loading and then after being open for a fe seconds crashes / closes out.. we've done a lot of things like remove all audio.. that didn't help..

    the graphics are relatively high quality 1920x1080, but nothing outrageous.

    I have a client that needs us to port this project to iOS and it's simply not working. my partner and I spent all day yesterday hacking around with XDK CocoonJS and he event found some other wrappers out there that we tried to mess around with.

    it's terribly frustrating to have come into this project using C2 with the expectation that making an iOS port was possible, but it seems that its anything but..

    event my simplest project ported over to cocoon and xdk with no sound! part12studios.com/temp/TT1 how can something this small / simple not have sound?

    are there unspoken rules to getting audio to work on iOS with C2 via CocoonJS that I'm unaware of?

    The best thing we could come up with to perhaps prevent the crashing was to only load scenes as needed rather than packing everything into it.

    my project has over 190 pngs and about 130 media files (all audio)

    so maybe spreading the files out over scenes as needed would prevent the power-loading of a bunch of files into an iOS device..

  • ok yea i'll try to preload and see how that goes. thanks for the tip/reminder :)

  • Hi there,

    I'm wondering if this is just me, but i own an iPhone 4s, iPad2 and iPad mini..   and when I go to this site I get three different audio results!

    part12studios.com/temp/TT1

    iPhone 4s.. no sound at all

    iPad2.. touch sound (lower speed/pitch than desktop)

    iPad Mini.. release sound

    I'm using Chrome on all 3. They all have iOS7 (up to date)

    Has anyone else experienced this?! I find it infuriating that such a simple project could have such inconsistent audio issues.

    I've been wrestling with exporting to cocoon and XDK all day with this simple a project and no mater hat i do, I get no sound and can't figure out why.

    We're even trying out some other wrapper solutions. All the while audio plays perfect on PC's all day long. Why does audio for mobile have to be so mystical and apparently non functioning?

    this is the capx dropbox.com/s/z09c38wkggnnwqd/TouchTest1.capx

    the audio files came from the free bundle so i think the audio formats / sample rates should all be ok. i imported them at 128kbs.

  • awesome thanks! I'll try that out. Have you had good luck with iOS? Or have you been using it strictly for Android?

    Thanks!

    Caleb

  • Hi everyone,

    I am an Ouya owner and fan. I would LOVE to be able to publish a game for the Ouya using C2. I see the export option with CocoonJS, but I wonder if it's possible to actually use CocoonJS to publish an Ouya game with proper control support?

    If the first question is a Yes, then the other big question is if that is possible, do we have access to everything we need to publish a game that can be sold in the Ouya store like any other?

    Lastly, if thats also a yes, what about F2P options? Although I'd be more interested in the more common shareware model, it wouldn't hurt to know about options.

    Thanks!

    Caleb

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  • so with crosswalk i'm wondering is there a tutorial somewhere to explain how to use it? I installed the SDK and all that, but hen it says "launch service" it brings up a web page, but not the IDE itself. How do I "open" the exported project into XDK?

  • Hi everyone,

    I want to try out crosswalk for iOS exporting. I have the sdk installed, i have an account created and when i go to export it asks if i want to open xdk but when it opens chrome and shows a page like its suppose to open soon but doesn't.

    says i need chrome and java 6 or 7 (i have chrome and java 7) and nothing happens.

    when i go into xdk i have to make a new project and really have no idea where to go from there. the C2 export doesn't seem to have any kind of special "project" file to click on to open it up.

    Am I missing something?

    Thanks!

    Caleb

  • I haven't given crosswalk a try, I should do that.

  • approx download 35.7mb and memory use 73.1mb.   752 events

  • Hi Ashley, thanks for the clearing this up, but if I may inquire further, when I export a project to HTML5 for basic web gameplay, I end up with hundreds of pngs of whatever size. These do not appear to be spritesheeted (other than animations) so my concern is that when i go to load one of these games on iOS, i notice pretty much non responsive.

    However, perhaps you're saying that when I go to use CocoonJS, they make a spritesheet? I raise this question because I have a game that plays fine on PC browser, but it crashes on iOS. It starts to load and then after a few seconds after i hear the music load and play it crashes.

    It feels to me like it's a memory issue, as that has been my experience with GameSalad and retina graphics, where I have lots of high rez images.. in this current project I'm doing its at 1920x1080 so getting that to work on an iPad mini or iPad2.. or even iPhone 4s is proving to be unstable.

    part12studios.com/temp/BloopFinal this is the project I'm referring too.

  • more on this question.. I'm just wondering if there are ways to resize things in C2. if my project was in 1080p.. and i want to take it down to 720p.. does making the images smaller on the screen reduce the memory they occupy in graphic memory?

    Or perhaps the graphic integrity is retained regardless of what size I have it appear in the game.. for example.. if i had a 512x512 image and sized it down to 128x128, does C2 do anything to crop/scale adjust the amount of graphic memory used?

  • Hi everyone,

    So I was just wondering that if i were bring a graphic in that was sized to 300x300.. but i want it to actually be 256x256 to help save memory. if i set the size in C2 of a graphic to be a different size, does that effect the memory footprint, or is the graphic still going to take 300x300 (or 512x512) pixel worth of mobile memory?

    I have a project that the art wasn't optimized for mobile and looking to explore solutions that would prevent me from having to re-import a number of graphics with optimized ones. Would rather just be able to optimize them from within C2.

    Thanks!

    Caleb

  • Hi there,

    I am happy to say that with some help from my dev partner (who can code / knows xcode) we were able to get the cocoonjs project I ported over and running on iOS.

    however one big concern is that i had selected scale to fill (default setting also) but then i ran it i see a screen like this...

    dropbox.com/s/1mt2muu7i9tnnid/Photo%20Feb%2006%2C%201%2035%2052%20PM.png

    it should not show that blue-green stuff at the bottom..   the blue is the color of the scene behind it. but in the project you will see that the graphic complete fills that space. the blue-orange strip you see is another layer behind it that i just kept around as visual cue to know how much screen would get cutoff on a 4:3 ipad aspect ratio vs something that has a 16:9 aspect ratio.

    has anyone seen anything like this? I'd just like to be sure i'm approaching this right.. my intent is to have this fill the screen on a device to make it full screen which would crop off the edges. I don't want it to squeeze to fit because that will cause distortion on devices like ipads.

    Thanks!

    Caleb

  • holy crap that's amazing :) I didn't realize that worked that easy.

    Thanks!

    Caleb

  • Hi everyone,

    I was just curious about the security issues that come up with trying to play games locally. it seems that firefox is the only one i can get to do it without any fiddling. FF still mentions some security concerns, but ultimately runs the game.

    Is there a setting somewhere to allow Chrome, Safari and IE to run C2 games locally? For demo purposes where internet might not be available, being able to install / run locally is nice.

    making a PC exe (not win8 app store app) or a mac .app would be a thought as well, but I'm a little gun-shy after having cocoon js go so poorly.

    Thanks,

    Caleb