ludei's Recent Forum Activity

  • Yes, I know .

    I meant the project at the cloud. When creating a project, you can decide if it is a normal project or a Cordova based project.

    In any case, we expect to release the beta around next week.

    Cheers

  • Hello friends.

    By the way, at that point we were complete strangers to apk signing and, I must say, if somehow someone had warned me about what was about to happen, I may have completely left mobile programming. Now I'm glad no one warned me. Because I have my game on both major mobile platforms at the moment. But joined with the admob-mopub-cocoonjs cycle of torture, that apk signing process sucked all the joys of having a complete game out of us back then. We were horcruxes basically. That android SDK setup is a nightmare itself. It is a huge library with a user-enemy installation sequence. For the signing part of a project you are going to wrap with something like cocoonjs, you have to use command lines. You type some black magic to get a key, then you type some more black magic to sign your apk with it and then you also need to add some witchcraft because your newly signed apk needs "aligning"... Yeah...

    Sorry for this. However, we took it into account when developing the new cloud (we expect to have the beta ready next week). We included some features in order to assist the user in the process.

    In addition, we have this new plugins (only available at the new cloud, on a cordova project or in the CocoonJS CLI as they are for cordova): https://github.com/ludei/atomic-plugins-c2

    There are some demos attached. We created them using the CLI.

    Regards

  • I just found this thread again and I have to say that I'm pretty surprised that CocoonJS is still a thing.

    To be honest I never really used CocoonJS export and the including functions that it offers, is the overall

    game performance better than the current Intel XDK (Cordova) method?

    Are there any comparisons between Intel XDK apps and CocoonJS apps? (Android specific)

    Also I would really appreciate any links that help me to get more information about the whole CocoonJS exporting process.

    (p.s. sorry if this is kinda off-topic)

    Well, we have several environments in which you can run your project.

    If I have to compare, I would say Canvas+ is the best in performance but it is just recommendable for canvas based games. Then we have the Webview+ (Chromium based for Android, WKWebview for iOS) and finally the System Webview (the one inside each device).

    • What it is commonly known as CocoonJS is Canvas+.
    • The Webview+ is a crosswalk-like solution.
    • The System Webview would be something similar to phonegap.

    About the exporting process, it is different depending on the cloud. In the actual one, I would recommend the CocoonJS exporter. Even if it appears as deprecated, it still works.

    In the new cloud (the one we will release as beta next week), as it will be based on Cordova, it is necessary to use cordova the exporter, as I explained in the previous posts.

  • ludei

    January 2015 - waiting for Atomic Plugins

    February 2015 - waiting for Atomic Plugins. 26th - we got Atomic Plugins!

    March 2015 - waiting for AP in Canvas+

    April 2015 - waiting for AP in Canvas+

    May 2015 - waiting for AP in Canvas+

    Ehh...

    I know, and I am so sorry .

    But we are really close.

    What about next week?

  • ludei here is the test case

    Compiler Version : 2.1.1

    · Other browsers tested: Chrome

    · Device info: iPhone 5

    · Component:

    · Basic description of the problem

    Black screen after the splash screen

    · What steps will reproduce the problem?

    1. Retina 4-inch support Missing. Default 568h@2x.png launch image"

    I fixed the first error by dragging and dropping the asset image to the launch image folder

    Step two "Info.plist Utility warning. User supplied UIDeviceFamily key in the info.plist will be overwritten. Please use the build setting TARGETEDDEVICEFAMILY and remove UIDeviceFamily from your Info.plist."

    Fixed this too, turned out all I have to do was just to remove the UIDeviceFamily from the build tab

    · What is the expected result?

    I thought when I fixed both the issue and the xCode doesn't show any more of these two errors, the app will launch like how its suppose to run using the preview over wi-fi

    · What happens instead?

    Still showing black screen.

    · Links to downloadable files:

    CAPX File : https://www.dropbox.com/s/zpg4tqvk5m23w ... aproj?dl=0

    .xcodeproj original file : http://bit.ly/1AED8pO

    Not sure where could the problem be, either the .xcodeproj file or in the .capx file

    Hello,

    But the project at the cloud was a Cordova project?

    Last time I checked the log, there was an error saying the "cordova.js" file was not found.

  • ludei

    I'm not sure I understand...

    Will there be a new Construct 2 "atomic" plugin with Admob/IAP/Google Play Services etc intergrated?

    We then export using Cordova and use your new cloud compiler (when it's done)?

    • You create your project in C2.
    • You add the plugins for c2: https://github.com/ludei/atomic-plugins-c2.
    • You export your project using Cordova exporter.
    • You create the project at the cloud.
    • At the project settings, you will see a list of available plugins. You need to select the atomic plugins you used in your project depending on the ids you included in the capx configuration <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">.

    As we will do the installation for you, you just need to search for the id.

    So, taking this readme into account: https://github.com/ludei/atomic-plugins ... xportation

    If you want to add native Admob for Android, you should select: com.ludei.ads.android.admob on the list of available plugins <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">.

  • Hello,

    Man, I got really excited reading your e-mail about Cocoon based on Cordova and Atomic Plugins!

    C2 users are currently in a bit of trouble: Most of us didn't use the old Cocoon version because there was only MoPub supported, and now we can't use IntelXDK either because of bad performance and security issues. I've read that Atomic Plugins will support AdMob, which is awesome! So here's the question:

    Will there be a way to build C2 games via the new Cocoon? As Cocoon support has been deprecated (sadly), how will it work? Will we have to export to Cordova, then compile with Cocoon, or might there even be a Cocoon plugin for C2? If there were a way for C2 developers to make easy use of Cocoon, I guess the majority of users might migrate from IntelXDK/Phonegap to your services.

    Keep up the good work!

    Yes, it is almost ready. We are now fixing minor aspects in order to improve the user experience. In addition, it will not only be possible to use Atomic Plugins in Canvas+, it will be possible to use every single plugin for cordova that it is on a public repository. It won't be possible to use private plugins by now, but I think this is a good beginning.

    Yes, there will be a way: c2 cordova exporter. I know it is thought for phonegap projects. Don't worry, because we support it , even on Canvas+.

    The project must have this structure (but not all the elements are mandatory) and must be compressed on a zip file:

    • www folder: the content of your game (everything contained in the exported folder except the config.xml file)
    • config.xml: it is provided by the exporter, so do not worry for it, and we can create it for you too.
    • res: splashes and icons

    Plugins are not necessary. If they are on a public repository (as the Atomic plugins do) or if they are contained in the core (as the current CocoonJSAds plugin that will be maintained) they will be added straight at the cloud from a wizard we have created for this purpose. It is as easy as selecting them from a list.

    My recommendation is not to use the config.xml file provided by the exporter (so a default one will be created when you drag and drop the zip file). After that, you can copy and paste (yes, it is possible to edit the config.xml file directly at the cloud) all the data if necessary. In this way, the "magic" of the wizard will be easier . In addition, you are the ones deciding which permissions you want your project to have.

    By the way, the new Webview+ for Android is up to date, it is a new plugin and it is based in Crosswalk.

    Important: This is how it works at this very moment. It is possible (in fact, it will happen almost for sure) that this process will become easier in the following days .

    CreativeMind You can still export your game with cocoon as an option in C2. Just right click on the exporters then show depricated exporters. You have always been able to use CocoonJS and it works fine. I have a couple of games on both iOS and Andoid made with cocoon and they run great.

    Or do you mean that we can't use the new cocoonJS? I might have misunderstood what you meant Sorry if that is the case

    The old exporter will keep on working in the actual cloud. You can use it without any problem.

    Cheers,

    Ludei team

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hello,

    Please, provide a test case, because I can't see any error on the log. But, if I have the test case already exported, I can test in different devices. In addition, I need to know if you are using our plugins.

    Regards

  • Hello,

    Please, could you provide an already exported test case?

    In addition, I need to know if you are using our plugins, if you are using our cloud or the CLI and the other plugins included in the project.

    Regards

  • Hello,

    Provide a device log, please. I need to see the error in order to help.

    Regards.

  • Hello,

    I have no idea how you are testing, but the InApps are working. I have been testing them during the last week.

    Are you using iOS or Android? Are using the sandbox mode? If so, what message does your app return?

    What about the log? Does it say something remarkable?

    Are you using Canvas+? Does the console log at the launcher report any error?

    I can't help you without information.

    Regards

  • Please, provide us a testcase. I need to reproduce the error in our devices.

    Regards

ludei's avatar

ludei

Member since 23 Mar, 2012

None one is following ludei yet!

Connect with ludei

Trophy Case

  • 12-Year Club
  • Email Verified

Progress

13/44
How to earn trophies