shaircast's Forum Posts

  • First one is by ludei's new compile system. It has some reported bugs. Ludei is now fixing it.

    Second one is by old system, which is not usable now.

  • ludei I've just come to know there's new beta, r137. I'm not an expert so I like to use stable version but there's something new about CCJS and physics, and my game needs both. I launched new version of C2, added some Clay.io features, exported in CCJS. Now ads are shown, which didn't before, but when it went to layout which uses physics, the screen went black and I couldn't see anything.

    It was made to apply force on the object when you touch the screen, and instead of it, console showed some error messages like this

    <img src="https://dl.dropboxusercontent.com/u/166679606/2013-07-04-22-18-21.jpg" border="0" />

  • Idk this is a bug of C2 or not, so I'm writing my process here. I want to know if there's anyone like me. I don't think it's my fault because it worked well before I upgraded C2.

    I've just come to know there's new beta. I'm not an expert so I like to use stable version but there's something new about CCJS and physics, and my game needs both. I launched new version of C2, added some Clay.io features, exported in CCJS. Now ads are shown, which didn't before, but when it went to layout which uses physics, the screen went black and I couldn't see anything.

    It was made to apply force on the object when you touch the screen, and instead of it, console showed some error messages like this.

    <img src="https://dl.dropboxusercontent.com/u/166679606/2013-07-04-22-18-21.jpg" border="0" />

  • And I can see Clay plugin also doesn't work here. I wonder it is a bug or not(like ad).

  • It's not a big deal but I'm curious. Games can be scaled or cropped by screen size, isn't it? Actually my game exceeds 800px a little bit, and I just came to wonder why Arcade limits the width of game.

  • Yay. I compiled with fixed cloud compile system and now it works well on the second execution! But now ads are not loaded. <img src="smileys/smiley26.gif" border="0" align="middle" />

    I'm using LG Optimus G Pro(Android), and a stable version of C2(r132).

  • Hello, I'm trying to use leaderboard in one of my games.

    I read tutorials and many threads but it still doesn't work.

    I'm using newest version of Clay plugin and CocoonJS v1.4.

    Tested in Android devices.

    These are what I did:

    • Make new game in Clay.io
    • Set API key and make a leaderboard.
    • Load Clay plugin and set API key.
    • Put some events and actions.
    • Preview in browser. Works perfect.
    • Export to CocoonJS.
    • Copying 'webview' folder and other 4 files into zip file.
    • Test in CCJS Launcher. I can see something's going on about clay plugin in console window, but nothing happens. There's no problem in game except for Clay features.
    • Compile and execute.
    • Same things happen.

    Is there anything I have to review or consider?

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  • Oh, I also found these. I'm using Android devices.

    • Right. Android APKs won't excute in second time.
    • But I can see ads are working well.
    • Some sprites are broken.

    BTW, Don't we have an option in C2 to disable WebGL or enable it?

  • austin

    I tried to integrate Clay.io with CocoonJS, but what I faced now is exactly same with this issue. I can see something is going on in background about clay.io through the console. There's no error but it just doesn't work, actually, nothing happens. I have several buttons and it have to show the leaderboard or post on the Facebook when I press it but nothing happens. I updated both for the newest version(in case of CocoonJS, 1.4 version).

  • Performance has gone DOWN for me.

    Any updates of the Text object in particular seem do bring Cocoon 1.4 to its knees.

    FPS drops from 62 to 11 when i make a Text object display int(Touch.X) for example.

    Also any games, including Scirra's own Space Blaster experience hickups every time a new resource has to be loaded in - like a new type of enemy.

    Though that`s just an example, this may be able to help you about the text things:

    http://www.scirra.com/forum/why-are-text-objects-more-intensive-with-webgl_topic65487.html

  • They also changed their cloud compile service pages and also demo in the launcher. I wonder CocoonJS plugin in stable version of C2 works in the new one. I think actions about ads doesnt work well now for me. Any report?

  • I just updated it and my framerate is almost 60fps! Which was 30 fps before.

    Is there anybody checked this out?

  • I'm reworking on this little mobile game. It works with CocoonJS as a native app. but it's too simple so I wanted to add some features.

    This is the old version, which shows 62 fps in CocoonJS launcher. It contains some Korean language for translation but there would be no problem to check logic.

    This is what i'm working on now(in English). I added leaderboard by clay.io & shop. You can see there's some variation on the designs. I added some fx, sprites, and so on, but there's not that big change to drop performace. I know physics and some transparent things and rotate behaviors or something are bad for good performance, but that's almost same in the old version. But actually fps drops to 25~30 with my phone(Optimus G Pro).

    So I tried png compression and changed some logic but it was not that effective.

    I don't know what happened with this. It's hard to update game... <img src="smileys/smiley11.gif" border="0" align="middle">

  • I'm making a little puzzle game, Soul Lantern, for mobile environment. Instead of making each level, I made map generating logic and now puzzle is randomly generated. My concept for this game is that you wander the world to collect soul, so I thought it matches with the theme, because you won't know what you'll face. By the way, some of players sent reply to me that premade stage would be better for this game. What do you think? Which one would be better?

  • Wow. Simple and neat graphic. I love it.

    It reminds me of "DOTS",another iOS game.

    Sadly, my iPod Touch is dead right now... I really want to try it. :)