Anyone successfullyexporting via Cocoonjs with fullscreen ad

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Post » Mon Dec 22, 2014 11:07 am

Hi Everyone,

Exporting with cocoonjs for IOS has been a repeated nightmare of having to constantly roll all the way back to C2 build 178, hand edit cocoonjs runtime.js files, and performing makeshift voodoo rituals for any pagan gods who might be listening in hopes that the game will run on IOS devices without just going to a black screen of death as soon as a full screen ad tries to load.

The only combination I had working for a while was c2 build 178 with some hand edited version of the cocoonjsads plugin (which I've unfortunately lost after a computer death)

So, is anyone successfully exporting their game via Cocoonjs (with fullscreen ads) for IOS, and if so, can you please tell me exactly what build of c2 you're using and also which cloud-compile version number (IE, 2.1.1 etc) and if possible, could you please also host your copy of the cocoonjsads plugin and its accompanying cocoonjs_prelude.js file?

any help would be greatly appreciated.

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