ArcadEd's Forum Posts

  • fldr it's mentioned a few times in the last few pages of this thread. There is a problem with webGL currently. You need to turn off WebGL in C2 before exporting.

    Ludei is aware of it and is working on it.

  • Nintendo exporting is under a NDA. You can't even get the plugin for C2 without proving your are a certified Nintendo Developer.

    I don't see anyway to make a video showing that process without breaking the NDA.

  • I doesn't for me. The error has to do with the build version of Cordova it seems. I sent Cranberry my error logs and he is in contact with Ludei, so hopefully soon .

  • I don't minify script, not sure if that helps or not.

    The only configuration setting I changed from default is WebGL to off/no

  • I was able to get Admob ads working fine, but I only tried on Android, not iOS. The only plugins I have installed in Cocoon.Io are Admob for Android and Android Canvas+

  • There is a error somewhere. You either need to get the logcat from Android Studio debugger, or from the CocoonIO launcher.

    Without that error, it's really kind of hard to help.

    Make sure you remove the Whitelist plugin from Cocoon.Io and save.

  • In Cocoon.IO. You will see it here, select it and choose uninstall Then save

  • Did you remove the Whitelist plugin from within cocoon.io? I mentioned it a few posts back.

  • Depends on the plugin I believe.

  • Did your game work with the old compiler?

  • OK, I got icons working as well.

    I have managed to get a game fully working with Admob plugin and ads are showing. Everything is working great. I'm going to try uploading to Google Play and see how that goes.

    Update---

    Uploaded to Google Play with 0 issues. Same game, but here are some Build size differences.

    Old CocoonJS Compiler - 11.3mb

    Intel XDK Compiler - 20.8mb

    CocoonIO - 8.1mb

    Game boots up faster than old CJS and has no screen flickering.

    Issues found that might help others.

    1. This game is older and does not need WebGL. Turned it off in C2 before exporting and the game scaled correctly.

    2. The whitelist plugin that is installed by default in Cocoon.io caused my game to not load. Uninstalling it from Plugins fixed that error. Ludei has confirmed that plugin does not work with Canvas+

    3. Icons work by following the template linked above and adding the appropriate lines in your config.xml as seen in the cocoon.io docs. https://cocoon.io/doc/icons_and_splashes

    Later today I will test with iOS.

    Final note, I am doing all testing with Canvas+

  • ludei

    Is there a way to get off the free user account? Only being able to upload 2 projects is making it tough to test all of my games (I have about 10).

  • Geez, don't know how I missed that LOL. Thanks.

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  • > Explains my screen size issue. I assume they are looking into that already.

    >

    Yep, we are .

    Sorry but I must insist: please, use the feedback button .

    About the icons, I sent you a link to a template. You can use it as reference meanwhile we create a wizard for the icons and splashes . Just replace them using your own.

    Cheers

    Where did you send the link to the template? I don't have it in email or anything.

    Thanks!

  • Have you worked through using custom icons yet? The doc is here, I might attempt this tomorrow after I get a game fully working.

    https://cocoon.io/doc/icons_and_splashes