ludei's Recent Forum Activity

  • I think you need to export as cordova, even when uploading to ludei (And in ludei, choose the cordova option). But the current standard is to use Intel XDK, it works much nicer in my experience, even when i was trying to stick to ludei

    Well, in the old cloud I recommend to keep on using our exporter.

    If you want to use Cordova, you can always try the beta of the new cloud.

    http://cocoon.io/

    However, if you use Cordova exporter, our plugin (https://github.com/ludei/Construct-2-plugin) is not adapted.

    In the new cloud, you should use the new Atomic Plugins for C2: https://github.com/CocoonIO/atomic-plugins-c2

    Anyway, if there is a blank/black screen, it means there is an error and there is nothing painted on the canvas. Use the launcher to debug the error or the "adb logcat" command.

  • Hello,

    We have moved the atomic plugins to a new repo in order to avoid confusions. We have also updated the readme to add some missing information.

    This is the new link: https://github.com/CocoonIO/atomic-plugins-c2

    Cheers

  • I can run your project perfectly in the launcher. It has sound, it gets the .ogg files as it is supposed to because it is Canvas+. There is not a blank screen by now. I will try compiling the project.

    Edit: It works too once it is compiled.

    Edit2: It works in the new cloud too, apart from the known issue we are currently solving regarding ScreenCanvas and WebGL.

  • It must be adapted for C2.

    One thing is the plugin for Cordova, which already exists. But if you want to use it inside C2, there must exist a plugin for C2 too.

    It is like our Atomic Plugins.

    These are the real ATP (just for ads): https://github.com/ludei/atomic-plugins-ads

    These are the ATP adapted for C2: https://github.com/CocoonIO/atomic-plugins-c2

    Both of them are required. The first ones are included in the Cloud. The second ones are required when creating and developing your project in C2.

    Cheers

  • Important information to take into account

    You can use this plugins in the Webview+ for cordova (ios and android), but not yet at the cloud or in Canvas+.

    Is this information outdated ?

    It was for the old cloud .

    Since you place so much emphasis on aesthetics, here's one little faux pas: the color of the cursor/selection overlay in the config.xml editor is way too pale; the cursor is basically invisible. I just copied in/out of notepad++ to edit it, but it would be nice to forgo that extra step.

    Yes... we reached to the same conclusion. It will be white in the final version .

    Okay, I see now that the build info/errors are emailed. Would be great to be able to see this info right in the cloud app, as the emails seem to take a few minutes to precipitate out.

    Yes, the red icon will be a button from which you can download the full log .

    "Error installing plugin: com.cranberrygame.phonegap.plugin.game@"

    If they are updated to work on Cordova 4.0.x, they should work. If you send us the feedback, we can have a look at the log.

    Cheers .

  • do construct2 exported games work with the new cocoon service? and if yes, what export method should i choose? i had no luck with normal html5 export or cordova export.

    Cordova exporter BUT I recommend to remove the config.xml provided by default by the exporter. Let the cloud compiler to generate a default one and, if you need plugins, install them using the wizard in the project settings.

    and for the plugins, i saw that the new cocoon has quite some monetization plugins, but which will work with construct2? i think none of them without installing a plugin in construct2?

    That's right. These are the plugins for C2: https://github.com/ludei/atomic-plugins-c2

    which execution environment should be choosed for android ?

    It is explained in the doc. It depends on the nature of your project. In the doc they are referred as "webview engines".

    If you are developing an app, then it is better the Webview+. If you are developing a game, then canvas+ is the one which has the best performance.

    The size depends on the amount of plugins you install. We removed all of them from the core, you you will notice that the component is lighter than in the old cloud <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">.

    From now on, the Atomic plugins will replace the old extensions, and we are already developing the one for social integrations.

    By the way, there are some users that tested the new cloud too and gave some hints and opinions here: viewtopic.php?t=117121&p=933107#p933107

    Cheers

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  • Well, in the new cloud it will be really easy.

    There is a plugin for Cordova: https://github.com/kalpeshhpatel/cordova-tapjoy-plugin

    If the plugin is supported in Cordova 4.0.X and there is a way to add it to C2, that't it <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">.

  • Hello,

    No, because you deleted the files. Remember this is not our forum, we are not constantly checking it. In addition, there was a weekend in the middle .

    Cheers

  • You exported it for cordova and then how did you create the project?

    In any case, we launcher the beta on Tuesday. Request an invitation here: https://cocoon.io/

    I am sure you won't have so many problems on this one.

    Cheers

  • Hello,

    I can't run the file you sent me on the browser nor in the launcher. It seems something is wrong with the project itself.

    Can you please send me a capx and the steps you followed to export it?

    Cheers

  • Are you using Canvas+? If so, it is the expected result .

    In the Webview+ for iOS is when you must use m4a. But in Canvas+, it is required to use .ogg.

    Regards

  • I think I'm getting paranoia Yesterday my icons weren't working, today I removed "whitelist" and uploaded my ZIP again - and I can see icons

    We are working on a wizard for this . It was hard to add icons even for us, and that is why I gave you the link to the template for phaser.

    in my case, even with WebGL off, I see that my apps are rendered in lower resolution. ludei what do you think: when this issue will be fixed?

    More that WebGL, the problem is ScreenCanvas. If you use the dev-app and you set it off in the Canvas+ settings, you will see the game works again (in low quality, but it does).

    We are investigating the issue, because there was a fix for that, but it seems we lost it during the migration. We are one step closer now that we know what it is causing it .

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ludei

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