New CocoonJS Launcher App Released Forum Home > Construct 2 General > Construct 2 general |
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Posted: 06 Jul 2012 at 12:13am |
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@gammabeam - you should probably ask that in the off topic forum instead.
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Posted: 02 Aug 2012 at 4:16am |
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@gammabeam
I have a Motorola Defy and I simply love it. I use custom ROMs though, I'm using the latest CM10 right now (Android 4.1.1 jellybean). Works great. |
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Dare to dream!
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Posted: 03 Aug 2012 at 7:10am |
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I was just wondering if you plan on releasing offline build options like Phonegap has so people could download the source from github etc and manually build projects rather doing it through the cloud?
This would be great to have available and if it happens i definitely think i will replace all my current Phonegap built projects with CocoonJS in the future as it seems great. :) |
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Posted: 03 Aug 2012 at 8:33am |
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Some test results in CocoonJS launcher demos.
Sony Ericcson Live! (320x480, 1GHz MSM8255, Aderno 205, 512RAM, 2.3.4) Multitouch: 4 fingers Sprite test (Asteroid) 60FPS: 430 objects Alcatel OT-995 (4808x800, 1GHz MSM8255, Aderno 205, 512RAM, 2.3.6) Multitouch: 2 fingers Sprite test (Asteroid) 60FPS: 650 objects The multitouch is not a surprise, but the objects in the sprite test. The Live is equal to OT995, but have a smaller screen and a slower CPU. Before the test I trought, that the smaller screen could make a lot less graphic processing, cause the Live have 60% less pixels. It was a big surpris that the speed of CocoonJS is not really depend on the screen size, but mostly on the CPU speed. Do you have similar experiance? |
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Posted: 03 Aug 2012 at 4:13pm |
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I'm getting a strange bug. Whenever I start up a demo, it only takes up about 1/4 of the screen, and has a very jagged FPS. In order to fix it, and to make it take up the whole screen I have to hit the home button and re-open the app.
I'm using a Droid X, ICS 4.04 ROM (CM9) Any ideas? Could it be because of the rom? |
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Posted: 04 Aug 2012 at 11:09am |
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I tried the @ludei Android launcher on my Samsung GS2 for my Ninja Fart Hero game. It worked nicely at 80-110fps, though:
- It was displaying landscape instead of portrait, so I only had a small area to display the game in - All text was very small - I use a black tile to fade in at the start of each layout. The fade had criss-cross black lines through it until fade completed - None of my hyperlinks to web pages work any more (they work fine with PhoneGap) The game did seem to stutter a little in parts, although the frame rate was still showing high. I can't test it on my iTouch as it has iOS version 4.2.x and Ludei says the launcher will only support 4.3+. All looking pretty dang good - I can hardly wait for the cloud build service!!! Edited by AndyWatson - 04 Aug 2012 at 11:37am |
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Posted: 10 Aug 2012 at 11:28pm |
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I've been trying my game on using the @ludei Android CocconJs launcher on my Samsung GS2.
I am having similar audio problems as others have described. Sometimes I get audio, other times I don't. Often, I get audio late, e.g. a second or two after the event. (I don't have music.) Also, I am getting a weird PNG transparency issue. When I boot my phone and launch Cocoonjs, the images all look fine, first time. On each subsequent I relaunch the Cocoonjs app however, all sprites lose their transparency and show instead a black background. I have to reboot the phone to fix. |
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Posted: 27 Aug 2012 at 9:41pm |
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HI, @Ludei and everybody
maybe is should open a new thread cause this seems to have no activity for a couple of weeks, buy anyway, i'm trying to use cocoonJs, but i keep getting this error: JSUtilities Exception: TypeError: Result of expression 'a.canvas' [undefined] is not an object. Cause: Tag: timer Function: function () {a.go();} Don't know what it is about, the only function i'm using that can be related to that is "wait x secons", but if i remove it, it still give me the error. someone have seen the same error? if so, how were you able to fix it? |
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-Living for today, fighting for tomorrow-
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Posted: 27 Aug 2012 at 11:31pm |
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@Behamut - can you post a bug report to the bugs forum with your .capx file? Thanks!
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Posted: 28 Aug 2012 at 8:48am |
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I've run many tests with audio/music in CocoonJS and additionally in Appmobi. I have a children's book with BGmusic + 2 stories with 38pages each page with narration (10-25sec).
Music ----- With R100 I have the BGmusic working great, but unfortunately the looping is not a feature, so the hack/solution for this is to make a timer: manually start the BGMusic in every X minutes, where X = lenght of zhe BGMusic. It works! Narrations ---------- For the narrations I used to play them as Sounds, but I have very late or no narration start for first time I go to a page. When I second time go to a page it started, but not played trought the end, but for about 10 seconds. The solution were to use the preload action in C2, if I preload on start of layout the narrations, they start to play immediately on a page, and they play trought the end. Hurray! :) The test was done with preload the first 4 narrations, but I have 2x38pcs of them, so did a for loop for preload all of them. Well, the app starts, the custom loading screen loads the content, and when the preload starts CocoonJS Launcher seems to get busy... but I can capture the last action in it. It seems to PRELOAD the 28nd narration, than it freezes. I think the next step shuold be to make a smart preloading logic for myself: preload the next 2-5 narrations, and keep preloaded the last 1-3 of them, and in every page unload all of the others to keep the memory usage low. I think that this 4-9 preloaded sounds shouldnt make memory problems, but keeps the sound playing stable. |
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