xyboox's Forum Posts

  • vila4480 If I remember correctly, the last release of CocoonJS solved that issue. However, I moved to Phonegap for that project. Not the Phonegap Build online service, but using Eclipse IDE with phonegap ( for Android ) and Xcode + phonegap for iOS.

    Good luck!

  • OK thanks, good to know we're all good :)

  • According to this source: wired.com/wiredenterprise/2013/04/blink and several others, Google is to give up WebKit engine in favor of a webkit fork, codename Blink. How would this affect ( if at all ) the way we export our projects and of course the functionality?

    Original blog post: blog.chromium.org/2013/04/blink-rendering-engine-for-chromium.html

  • Any thoughts? Anything...?

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  • Hi,

    is it possible to record a short video having webcam as source and store it either on local storage or on a server?

    This is what I managed to do so far, based on the C2 included sample:

    https://dl.dropbox.com/u/102498471/WebcamVideoRecord.capx

    The downside is the pre-established limited duration of the recording.

  • Thank you Xavier, to summarize the topic you've mentioned, there is no such as a working sample for Cocoon's IAP, right?

  • You may want to import the video into a video editor and there from to export all the frames individually. Photoshop ( late versions ) might be able also to do this.

  • labithiotis true, if you plan on using iOS as deployment platform. It should work as well with Android/Google Play.

    But it seems a bit tricky to make it work from C2, as not all the methods/actions are implemented for the "Store" premium extension in Cocoon plugin.

  • If you're using the Video plugin, I'd say there's no chance to play it underneath the canvas. Just open a console ( in Chrome or Firefox/Firebug ) and observe where the video object is position relatively to the canvas one. You'll see what I mean.

  • Hi,

    here's a basic, straight Q: did anybody managed to have a successful in-app purchase integration with Cocoon? If so, pretty please, post a basic capx sample. The settings on their cloud are all done and waiting.

    Thanks.

  • Thanks procrastinator, but actually I don't need to have unbounded scrolling, on the contrary. What I meant to say by scrolling to top-left corner of the layout was not to put the corner in the middle of screen ( as 0,0 would do when unbounded is set to true ), but to have the top-left corner of the layout in the top-left corner of the window.

  • Hello,

    I have this situation that I'd need a piece of advise for:

    trying to scroll a layout to initial position ( to the top left corner of it ) every time the layout is started. For this, I use:

    <img src="http://img845.imageshack.us/img845/6871/scrollto.png" border="0" />

    while the size of the Window is 1024x748.

    But this seems not to have any effect. The layout is started scrolled to a weird position ( not even the last one before layout restart ). However, on output to the console, the values of System.scrollx and System.scrolly are being reported correctly.

    Don't know if it is important or not: I have several layers in this layout, and some of them have the parallax set to 0,0 and others to 100,100.

    Any thoughts?

    Thanks!

  • OK, thanks Ashley, so I did. I'll post back here the outcome of this.

  • Hi,

    sorry to post in this closed thread, but it seems the most appropriate for my issue here:

    I have an app that plays sounds on press of a button ( one at a time ), and the app is being compiled with CocoonJS. The web version works just fine. However, when compiling and running as native, all the short sounds ( below 20 sec. ) ends up after just 4 or 5 seconds of play. Whatever sounds I play and they are longer then 20", they play just fine.

    In the Cocoon's app launcher debugger I see as the attached screenshot.

    Question: is this change from sound to music a C2 action or Cocoon's? And how/why is this affecting the playing of shorter then 20 sec. sounds?

    As a note, on iOS this doesn't seem to happen.

    Thank you!

    <img src="https://dl.dropbox.com/u/102498471/20121206133719.png" border="0" />

  • Thanks Ashley for the answer.

    It means the webview component is not an instance of the browser ( but a crippled one, am I right? ) since my animations run great when loaded directly into the same phone's browser.

    I just created an animation with more then 300 frames using EaselJS and even if the error is no longer thrown, the behavior is the same when compiled and run using any of phonegap, appmobi and cocoon. At least that proved it's not a C2 limitation but the phone's OS.

    So, will test on Android v. > 2.3.6 and iOS ( hopefully they don't have same limitations ).