blymi's Recent Forum Activity

  • I used to have problems with stability on versions about a year ago. But no problems at all for me now. I'm currently building small games for clients, so running C2 all day, everyday, without problems.

    Usually reload every couple of days are so, just out of habit really.

  • Same problem here. Switched to JDK v6 and my signings worked.

  • That's spooky! I've just finished a wordsearch app for kids. Beta testing on iPhone and Android now, so will be launched within next couple of weeks.

    Compiled with CocoonJS and quite pleased with the results, although we have had issues, mainly with audio.

  • OOOohhh thankyou thankyou thankyou! Tearing my hair out having tried to sign with Java 7 for ages. Just uninstalling and swapping to 6!

  • Yes, I think many of us have had that problem. I'm sure Ludei are working on it, as they mentioned on another post that they are fixing bugs in the new audio engine.

  • I think you seem to have missed the point. Yes, some people are exporting and expecting it to 'just work'.

    But most of us are carefully refining and retesting to try and get good mobile performance through CocoonJS. We've done that on 1.3, and now found significant issues with 1.4 that are out of our control. Having committed to using CocoonJS for our projects. And we have no fall back, there's only one compiler!

    Yes, it is 'free' but that is Ludei's call - I would pay for good support and good releases if I had that option.

    We do have a right to be disappointed. The work we put in, the commercial risk we take in adopting CocoonJS, is all very real and costs us.

    And actually I'd say most of the discussions here have been very constructive.

    Ludei will get our money in the long-run, if they keep early adopters like us happy - that is the nature of start-up business.

    The main problem seems to be that they've got millions in backing and huge pressures, which forces them to deliver 'headline' features like 3D. Instead of concentrating on the user base they have, building excellent support, and refining a good product.

    Ludei should take a leaf from Scirra's book. They could easily be releasing beta versions - a beta compiler and a stable compiler will stop much of the frustration we currently have. And the launcher could also simply have a tick box for 'beta'.

    If I have to start paying for Ludei to provide separate stable and beta compilers, with good support I certainly will. I'm sure other would too.

  • I'm pretty sure Ludei realise that Construct 2 is a large - and easily accessible - user bases for them. So I doubt they will drop support.

    That aside, construct 2 produces HTML5 code - if it works in all popular browsers it should work in cocoonjs, that's the whole point. It's nothing to do with 'compatibility with Construct 2'.

  • If you're getting that error it is more than likely that you are exporting with the accelerated Box2D switched on in CocoonJS settings, but running it in the CocoonJS 1.3 launcher... You need to use the latest launcher (but also be aware, there are currently a few problems with the latest launchers).

    You can't run in the launcher from 'IP:50000', that is not a cocoonjs export.

    Hope that helps.

  • Hope this helps give people a general idea of things at the moment...

    I've been building with cocoonjs compiler, with WebGL turned off, and my apps are generally working well on both Android and iOS.

    The games I'm working on at the moment don't work on 1.4 with WebGL turned on, they work fine with it turned off (50fps+ on Android, but framerate is still not great on iOS, 20-40fps).

    My games include sound and music, and there are still some bugs related to sound, but sound does work better than it did in 1.3. Biggest issue I've had is that including a music file creates a long hang on Android v2.x. And if I go to home, then back to the app, music double plays and cannot be stopped, even if I've muted the music file.

    That's not a problem on iOS, but my iOS apps do seem to hang for a few seconds when the first layout initially draws.

    Ludei released v1.4.1 yesterday. I built on cloud compile today and didn't see any fixes of the bugs that I've experienced.

    The CocoonJS 1.4 iOS Launcher seems broken, with WebGL on or off, it does not work (for my apps anyway, and some are quiet simple). I removed it and re-installed 1.3 (I backed up the ipa).

    It's frustrating for us Construct developers, but I'm sure they'll get there soon. Without CocoonJS I think many of us wouldn't be even close to building decent quality cross-platform mobile games.

    Kudos to them, and keep up the good work Ludei!

    Anthony.

  • I'm tearing my hair out here :/

    Created a test based on the checklist here, and tried both Android and Apple. It's taken me days of experimenting and reading. Managed to get a purchase to happen, but the product purchased check does not work, which makes it unusable.

    I'm stuck telling my client I cannot do in-app purchases, which is really embarrassing.

    Is there anything I can do to work around the problem? Via plug-in?

    Ashley, what is the status with this? - it's clearly an important issue for many of us (the number of views on this thread are huge :).

    Cheers, Anthony.

  • bump. bump!

    I have a client who's kinda annoyed that I can't do this :/

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  • Whilst I was really looking forward to this update, I now realise it has screwed my client's project!

    We're ready to compile, but now I can't compile it due to the new cooconjs cloud compiler seeming more beta than solid, and the current stable construct2 not fully tested and compatible.

    Really hoping full compatibility with the latest cocoonjs is a major priority ;/

    Please do your magic Ashley! :)

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blymi

Member since 18 Sep, 2012

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