Toby R's Forum Posts

  • Regarding the sounds. I use Canvas+ atm and sometimes when you go off the app (for instance to rate it, or even to check an email) and back, all sounds get muted and you have to restart the app. But that's not a critical issue. To me personally critical issue is that CocoonIO requires many unnecessary permissions.

  • Ok... update to the Permission section... I've removed them from the XML, but CocoonIO adds them anyway and my game requires vibration, location, phone calls identity etc... this is really REALLY bad. In my case unacceptable. Giand disadvantage for CocoonIO.

    On CocoonIO forum they say location is required for adMob (?!?!) cmon... tell that to IntelXDK. Gosh I have such a bad timing with releasing my game. Intel XDK is bugged and CocoonIO makes my game a "spy" -_-.

  • wizdigitech You should use "Bowser -> Open URL in new window" instead of "Browser -> Go to URL". The one you try to use is the functionality which tries to open a URL inside Crosswalk, which seems to be not allowed. I always use "Browser -> Go to URL" when I redirect my players to my app page for rating and it works fine.

    Now if you've switched to CocoonIO, then you will have to use Canvas+ because URL redirection is strictly Canvas+ functionality as far as I am aware. You can also use Browser object with CocoonIO, but keep in mind that CocoonIO has limited Browser functionality, and using Browser object there might bring you some issues (for me for instance it disabeled the sounds after redirection and return to app).

  • FYI: As I've mentioned before CocoonIO does not set the min nor target API by default. Now this might be the problem for later updates if you don't do it yourself with the first APK. CocoonIO is based on Cordova and Cordova by default sets target API to the maximum possible which currently is API 23 (Android 6.0). So when you publish your game even for Alpha tests with target API 23 you will not be allowed to degrade it later. Google simply won't allow you to do it.

    IntelXDK sets it by default to 17 which is a plus for Intel at the moment.

  • It is true that it's better to rebuild trailer etc. so it looks like for the desktop.

    But if it is not forbidden by the Steam's Terms and Conditions... I think it's worth a try just to get some feedback. If the game won't get greenlighted, I still can rebuild it and then try again right? It is also not forbidden to try again. And if with a big doze of luck it gets greenlighted then I will know where to put my priority in the upcomming weeks.

    I'm also thinking to make a second video (or even put it as a first) for Greenlight community where I explain what is going on here. That I've made a game for mobile but I got personal requests to release it on desktop and I want greenlight community feedback as well.

    I saw people were doing such a videos, like a part of video-blog with a message to the community.

  • Hmm... actually I planned to openly say to Greenlight community that it is a mobile game but I want to know if they would like to have a PC version. I somehow figured it out that it is a polite way to be honest...

  • Yes I worry about Android logo and all materials which are clearly for mobiles where Steam is for desktops. I simply don't want to get banned on Steam.

  • Worth to mention that if the sprite which has been loaded in the current layout also exists in the next layout, then it will remain in the memory and won't be reloaded (there is no need then). All other sprites will be released from the memory.

  • I guess (only guess, don't know) it may be possible if you can import your own certificate to CocoonIO. You can ask Intel to give you the certificate that is used to build your game. If possible, then import it to CocoonIO.

    If they give the certificate then true - it might be posible cause CocoonIO's app version code is higher than IntelXDK's.

  • So I was "forced" to try CooconIO due to the issue I've described here viewtopic.php?f=146&t=168503. Intel said that it will take at least few weeks to fix it and I don't really wanted to wait that time. Before trying to compile my game with CLI 5.1.1 manually I decided to try the CooconIO and I thought I'd share my thoughts.

    Not at the end but at the beginning I will answer on the most important questions.

    Should you leave IntelXDK and migrate all your apps to CooconIO?

    The short answer is - no.

    Do I recommend using CooconIO?

    The short answer is - yes.

    I will post questions and answers for the parts I really wanted a true answer.

    Does CooconIO have better performance than IntelXDK (WebView vs Crosswalk vs Canvas+)?

    WebView - I saw somewere Ashley was recommending it if you are targeting devices with Android 5.0+. Well I don't recommend it. I've tested it on SGS4 and Xperia Z1 with two games and for both games performace was worse then with the two following technologies.

    Crosswalk - is ok. It's not a rocket speed technology and it's not bug-less but it is really fine and if you optimize your game correctly, Crosswalk can give you very decent performance. I've managed to build a game with up to ~500 moving objects which is running with 55-60 FPS on SGS4.

    Canvas+ (CooconIO) - I think it gave me slightly better performance... but really "I think". If the performance is better then it's really not a big difference but rather tiny. Anyway it is ok as Crosswalk.

    Can I update my game on Google Play with CooconIO APK if I the game was wrapped with IntelXDK earlier?

    No you can't. There are two reasons (at least I know only two). First of all CooconIO has no option to edit app version (this is actually a good thing, cause CooconIO does it for you automatically, where with IntelXDK you had to remember to increment the ID before you publish your APK). And the second reason is that there are different sign certificates and Google Play refuses to accept the APK with different certificate.

    So if you are on alpha/beta stage, you can always remove the app from Google Play and create it again. If your app is released to production already then it's too late. At least I don't know the way to do so.

    Does AdMob and IAP work with CooconIO?

    Yes. However you will have to use their plugins. It's absolutely not a big deal. You simply download their C2 plugins and implement it the same way you do it with C2 AdMob and CordovaIAP plugin. Worth to mention that CooconIO works with both managable and non-managable products for IAP and both banners and interstitals for Ads.

    Is it hard to switch to CooconIO?

    I really thought I'll spend much more time to understand everything but I managed to get everything in one day. However I folowed this ebook https://www.scirra.com/store/ebooks/qui ... ebook-1893 and I recommend you to buy it as well if you want to work with CooconIO. It's very cheap and explains a lot.

    APK size.

    IntelXDK export is around 22MB bigger then CooconIO export. This is simply because Crosswalk has to be added to the APK. Crosswalk is a kind of a mini web browser which runs your game, so it's a separate program inside your game.

    Problems I've encountered while using CooconIO.

    Sounds. - In general the basic usage of sound and music works fine. However some functionalities does not work like "silent" mode. But there are always some work-arounds.

    Permissions. By default CooconIO adds a lot of permission request to the app like Geolocalization, contacts, SMS etc. So a lot of stuff which 99% of the games won't use anyway. However I've manage to fix that very fast simply by removing config.xml entries in CooconIO web app. So simply saying - just select and click "delete".

    Android API requirements. This was very important option for me and I couldn't find it. There is no built-in option in CooconIO web app to set it up. But again I've just had to add some entries to config.xml and it worked like a charm. Here are the entries you need to add if you wan't to set up min and target Android API.

    <preference name="android-minSdkVersion" value="19"/>

    <preference name="android-targetSdkVersion" value="21"/>

    Simply paste them next to other <preference /> nodes.

    -= Wrap up =-

    To summarise all of my thoughts. I would say that CooconIO is really nice and for the heavy or simply commercial projects I will use CooconIO because it probably have some better performance. But CooconIO gives you possibility to add only 2 apps with the free account. Then you have to pay around $120 annually (monthly payment available as well). So if you have small app which is not heavy and not commercial - I recommend IntelXDK because it's free and can handle small/not heavy games very well with Crosswalk. Otherwise if you have serious project I recommend CooconIO.

    And the last word about the very controversial thing which is the splash screen. It is true that CooconIO adds their own splash screen at the start of the game. To me personally it is not a problem at all. First of all it looks really decent. Second thing is that I do like to give credits to everyone who helped me make a game. To people who gave CC3 assets etc. Why wouldn't I give a credit to someone who wraps my game? <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Hi ppl,

    I'm about to release a game to Google Play. However I'm also thinking to rebuild it a bit and release it to Steam. Since C2 has such a great possibility to easily switch platform - why not to give it a try.

    I would like to just put trailer and some promo materials on Greenlight, but now is the question if I am allowed to use promo materials/screenshots which are dedicated to Android platform? I mean Screenshots are portrait, and on the trailer there is a smartphone and Android logo.

    I can't find anything regarding this on any terms and conditions in Greenlight. Anyone experienced in Greenlight knows if it's legal or not there?

    EDIT: I've created a topic on Steam forum as well (http://steamcommunity.com/discussions/f ... 576201802/) but the only answer I got till now is "bujj" whatever that means:D

  • Why Will Smith?

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  • > EDIT: BTW: AdMob plugin worked fine also for me. I have switched now to CocoonJS but, like a week ago it worked fine.

    >

    BackendFreak are you mean Cranberrygames's plugin? Anyway I use them and they work well for me too.

    As I've mentioned above I use C2 plugin for AdMob. But it's not a standalone plugin anyway so we may say I meant Cranberrygame's plugin ;D

  • Ok, I'm confused, it comes construct including admob plugin.

    Does this plugin pack includes admob again ?.

    In addition to other plugins that are not included in

    construct, am I right ?.

    This pack does not include C2 OTB plugins. Just new (and some old as well) plugins made by Cranberrygame. You may see some plugins which may seem to be duplicated, but they are a bit different. For instance In this pack you will find Phonegap IAP plugin and Cordova IAP plugin. C2 also has it's own OTB IAP plugin right? But the OTB one does not support consumable products. Also I did not manage to restore purchases with the OTB one.

    So people used to use Phonegap IAP plugin from Cranberrygame - it worked perfectly. However due to some changes in this rapid technology (not sure which exactly but I believe it's related to the fact that Cordova CLI 5.1.1 is now on the scope) Cranberrygame does not support this plugin any more. It's deprecated now. The valid and tested one is Cordova IAP. Basically for a "normal" user it's the same thing. Does the same job and usage is the same. Just new name.

    I'm not sure about AdMob plugin from the pack, because I normally use C2 OTB plugin which is based on Cranberrygame JS code anyway.

  • I'ts a pack of Cranberrygames's plugins. Also available in Scirra store: https://www.scirra.com/store/construct2 ... ugins-1662

    EDIT: BTW: AdMob plugin worked fine also for me. I have switched now to CocoonIO but, like a week ago it worked fine.