roberto's Forum Posts

  • I had issues with fonts which were small and blurred too. You may do a search to find the relative threads on this board.

    BTW, it's "CocoonJS", not "CacoonJS"! <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Ok, now webstorage works fine! I wonder what was wrong earlier... <img src="smileys/smiley24.gif" border="0" align="middle" />

  • CocoonJS still supports Local Storage, but doesn't session.

    That was what I was thinking too but when I launched my game on ios using webstorage for saving high score data between games, I got the black screen. I removed webstorage and the game runs properly...   <img src="smileys/smiley19.gif" border="0" align="middle" />

  • Bump, since I was wondering the same (and still am!) ;)

  • ludei

    I'm still having issues with fonts: while the font demo works fine, if I do a new project in C2 which just displays a few different fonts (abduction, digitalism, paint boy, scharzwald and times), include a fonts folder with all those ttf files in the exported zip for CocoonJS and then launch the app, all fonts look the same (arial) though with the proper font size.

    Any idea?

    BTW, I'm using C2 r105 and an iPhone3GS with the latest iOS for testing.

    Thanks!

  • I had a "problem" with r105 with animations too but, in the end, it was my fault: animations were set as "start from beginning" while it should have been "start from current frame". This was also discussed in some other thread.

    May be this is the case with your code too?

    cheers!

  • You can't use any TEXT object, or you'll get a black screen.

    You mean you had to display all text as a sprite/graphics to have it work?

    Once I manage to have a working version of my game on iOS, the PlayBook was next on my list so I think your experiences with the different appstores are very valuable to this community. When you talk about an "appstore bubble" you mean a specific appstore in particular or in general, ie. people are getting tired of searching new things among the countless crappy apps around regardless of platform?

    All best!

  • ludei

    Thanks for replying. I saw your example but the problem is that the c2runtime.js I get after compilation with C2 handles text in a completely different way from your main.js .

    ie. (excerpt from my c2runtime.js code for a line of text:

              [                     [121.5, 342, 0, 158, 30, 0, 1.5922e-005, 1, 0.5, 0.5, 0, 0, []],

                        80,

                        [                     ],

                        [                     ],

                        [                          "Text",                          0,                          "9pt Comic Sans MS",                          "rgb(255,204,0)",                          1,                          0,                          1,                          0,                          0                     ]

                  ?]

    So it's really not clear to me if and how I'd rewrite this to match your example and simply adding a folder with the different fonts unfortunately doesn't do the trick...

    All best,

    Roberto

  • Thanks guys, I'll try it!

  • Hi,

    While I'm enjoying experimenting with CocoonJS, I'm also experiencing a couple of issues that may really prevent me from using it in the end.

    Specifically, I'm having big troubles with fonts: they are always small, arial and blurred <img src="smileys/smiley24.gif" border="0" align="middle" /> ! I read this was a known problem which should have been fixed soon but didn't find any further information.

    I really need to display different fonts at different sizes... anyone managed to do that?

    Please help!!

  • Hello guys,

    I'm currently experimenting with CocoonJS to port my game to iOS.

    Testing the game through the CocoonJS launcher works fine but I'm not sure if the browser object works: I have a link that, when touched, should open my webpage but, right now, all it does is shut down the test app/game and nothing else (the game works fine when testing on the pc, of course).

    So, the question is: can the Browser object be used inside a "going-to-be" native app or it won't have the rights to launch a web browser and open the specified page?

    If so, does anyone have a workaround for this?

    Thanks!

  • Thanks for playing! :)

    Now I'm working on a slightly different version with an additional "bad" guy, Otto (a reference to the Evil Otto of Berzerk memory... yeah, I'm old!). I plan of wrapping this for iOS somehow, probably using CocoonJS as it seems to me the easiest/most straightforward way for doing that right now.

    Cheers!

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  • Very nice!

    As a little suggestion, while playing I wished I'd "push" some blocks like in the old arcade game Pengo, crash the guards and open new paths to escape ;) maybe you can add some powerups that allow for a limited number of block pushes?

    BTW, how long did it take for your game to be approved/listed as a facebook app?

    Keep up the good work!

  • Hi!

    I spent the last couple of months working (very part time) on a small sliding puzzle game which I finally feel reached a presentable stage.

    In "Turky on the Run" the player has to help Turky the turkey to reach his girlfriend Picky the Peacock for a romantic date by sliding maze tiles to draw a connecting path in a typical game of 15 fashion (we can't control Turky directly). Things aren't easy, though, since we also have to pay attention to the cats Sly and Foxy who are after our unlikely hero... and if we take too long, Picky will get fed up of waiting and leave, which means Game Over!

    <img src="http://adsumsoft.programandplay.com/images/turkysmall.jpg" border="0">

    I integrated the really good and easy to use clay.io plugin for leaderboard and achievements and you can play the game on clay.io directly or access it through the facebook page www.facebook.com/TurkyOnTheRun (on facebook, if you like the game... please "like" the game! <img src="smileys/smiley2.gif" border="0" align="middle"> thanks!)

    looking forward to your feedback!

  • As an Ouya backer, I'd love if we could use C2 to easily deploy games over there too, otherwise I'll just be "stuck" with Unity... nothing wrong with that, but for 2D I much prefer developing with C2! <img src="smileys/smiley2.gif" border="0" align="middle" />