CocoonIO - Help, Ressources & free capx examples

Discussion of tools and resources for game developers

Post » Tue Mar 01, 2016 5:41 pm

chadorireborn wrote:@AndreasR - Thank's for your tutorials :-) . Is it possible to convert Published GooglePlay Apps that are built on IntelXDK to Cocoon.IO?


Yes you can ;)

You just need the key from Intel XDK (if you had checked "signed"). Otherwise you can use your key.
https://shatter-box.com/knowledgebase/c ... -cocoonio/

Then you need to adjust the Version Code. Just make sure that it's higher than the last one used in Google Play.
https://shatter-box.com/knowledgebase/c ... ocument-16

If you have further question about that, let me know!

Regards
Andy
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Post » Tue Mar 01, 2016 5:42 pm

CreativeMind wrote:I'm interested in how to use cranberry's plugins, too. Hope they request fewer permissions.

Has anyone encountered problems when showing ads via the build-in C2 object and then compiling with Cocoon IO?


I'm currently working on this capx example. But at the moment I'm struggle with it. It works fine to compile, but it doesn't show ads in the compiled apk version (even if "On Banner loaded" gets triggered successfully.)

I'll make more tests and keep you posted!

Edit:
So I made some testings with the original Scirra AdMob plugin and it's exactly the same behavior, so I guess the Cordova AdMob plugin is the problem.
When I test it with WebView+ it works fine, but not with Canvas+

https://github.com/cranberrygame/cordov ... b/issues/8

Maybe @cranberrygame will have a look into this matter-

Thank you!
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Post » Tue Mar 01, 2016 6:25 pm

@BackendFreak - I'm looking forward to your tutorial.
@AndreasR - Thanks, good to hear that. BTW, does cranberry plugin for IAP work in Cocoon? I used the Cordova Plugin IAP on Construct 2 and also used cranberrygame plugin for IntelXDK export.
Last edited by chadorireborn on Tue Mar 01, 2016 6:33 pm, edited 1 time in total.
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Post » Tue Mar 01, 2016 6:26 pm

chadorireborn wrote:@BackendFreak - I'm looking forward to our tutorial.
@AndreasR - Thanks, good to hear that. BTW, does cranberry plugin for IAP work in Cocoon? I used the Cordova Plugin IAP on Construct 2 and also used cranberrygame plugin for IntelXDK export.


Hi,

that's the next part on my list ;)
I'll keep you posted!
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Post » Tue Mar 01, 2016 6:39 pm

AndreasR wrote:
Hi,

that's the next part on my list ;)
I'll keep you posted!


Cool :D
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Post » Wed Mar 02, 2016 8:49 am

chadorireborn wrote:
AndreasR wrote:
Hi,

that's the next part on my list ;)
I'll keep you posted!


Cool :D


Hi guys!

I'm done with the Cordova InApp and it worked perfectly on my end to build. You find all you need below.

Developer App: https://www.dropbox.com/s/772yja6oeivolfw/Shatter-Box_CordovaInApp_DevApp-armv7.apk?dl=1
Live Demo App: https://shatter-box.com/download/android/demo_applications/Shatter-Box_CordovaInApp-armv7.apk
Construct 2 capx: https://shatter-box.com/download/cocoonio/code_examples/CordovaInApp.zip
Docs: https://shatter-box.com/knowledgebase/cocoonio-how-to-build-a-game-using-construct-2/#document-17

Let me know if you have any questions!

Regards
Andy
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Post » Wed Mar 02, 2016 12:27 pm

Thanks for this example @AndreasR. It looks almost like my implementation. So probably the AdMob gave me error.

It is needed to use "is Canvas+" before any Cordova IAP action? It seems not related. Or in case of Cocoon it works only with Canvas+?
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Post » Wed Mar 02, 2016 12:54 pm

BackendFreak wrote:Thanks for this example @AndreasR. It looks almost like my implementation. So probably the AdMob gave me error.

It is needed to use "is Canvas+" before any Cordova IAP action? It seems not related. Or in case of Cocoon it works only with Canvas+?


No it's not mandatory, but I'm used to use this condition before I use any Cocoon Actions or Events ;)

About AdMob. I could compile it as well, maybe it's the combination of both in one project?

Regards
Andy
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Post » Wed Mar 02, 2016 1:46 pm

Thanks @AndreasR . It seems that it is almost the same with the events used to build on IntelXDK. If I use the events I used that worked on IntelXDK, will it also work on Cocoon or do I need to remove or add some events?
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Post » Wed Mar 02, 2016 1:57 pm

chadorireborn wrote:Thanks @AndreasR . It seems that it is almost the same with the events used to build on IntelXDK. If I use the events I used that worked on IntelXDK, will it also work on Cocoon or do I need to remove or add some events?


You're welcome ;)
Basically it should work the same way how it did on Intel XDK.

Regards
Andy
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