CocoonJS 1.4 update

Discussion of tools and resources for game developers

Post » Sat May 11, 2013 6:32 pm

Got this in my email from Ludei:

Big Updates Coming Soon!

The past few months have been an exciting time for us at Ludei with several successful events and big announcements. Thanks to everyone who visited our booth at GDC and the HTML5 DevConf last month. We had a fantastic turnout with nearly 700 participants in our March Madness Shootout and a packed house at each of our lectures! Make sure to check out the behind the scenes photos on Facebook and Flickr if you haven't already.

At GDC we also announced we are enabling WebGL for native apps for the first time on mobile devices. The technology is days away from being available, but an app featuring several interactive demos is available NOW in the Google Play store. You can also check out our new WebGL videos for more information and a look at the app!

We are thrilled to announce that before the end of this month, we will be releasing CocoonJS 1.4 This updated version of our launcher will feature:

Convenient 1-click Publishing to 7 App Stores bundles generated for: Apple, Google Play, Amazon, Barnes and Noble Nook, Chrome Store, Mozilla Marketplace, Pokki

Improved Configuration Options for the Ludei Cloud Compiler
- Easily activate/deactivate specific features
- Configure Extensions using simple forms

Updated Third Party SDKs advertisements, social integration and in-app payments

Improved Resources Management
- Homogenized process for loading assets and better local file loading process
- Images have a CocoonJS-only function called "dispose" that synchronously frees the video memory of the underlying texture so developers have the finest control over memory management

Bug Improvements from audio and rendering to XHR implementation

And much more!!

Stay tuned for the count down to the release!
We encourage you to take part in all this excitement at Ludei by asking you to share your story with us. Tell us about the blood, sweat and tears that went into your game, the inspiration behind it, and the wake its creating in the marketplace. We will feature a compelling story each month on our blog, Facebook page, etc. to strengthen our developer community. Send us your story now to marketing@ludei.com and perhaps you will be featured this month!             
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Post » Sat May 11, 2013 7:09 pm

Nice to see things finally going forward with CocoonJS. I would like to try the webGL stuff and see if it improves my games speed. Right now I have decided not to use CocoonJS because of the hiatus with the unknown price plans and the ugly splash screen that we are forced to have. I'm now going to focus on Ejecta because it supports WebGL and has lot of functionalities in it. I'm also interested to bring my games to the Windows8 platform. I will keep my eyes on CocoonJS for the possible future uses.
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Post » Sat May 11, 2013 9:01 pm

[quote] - Easily activate/deactivate specific features [/quote]

@ludei Does this mean the deactivated features don't ask for a permission (right now android users are reluctant to install cocoonjs-games, because it asks for every permission any feature might need)?
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Post » Sat May 11, 2013 9:46 pm

No news about on/off ugly splash screen and price for commercial?
These questions have always remained mysterious!!
For this reason also me pass to use Ejecta (every week one or more update/fix)
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Post » Wed May 15, 2013 4:51 am

I'm making a commercial game, but going to use CocoonJS, because its easy to. It's the convenience ill be paying for I guess! I also have no problem with a cocoonJS splash screen because its wonderful tech and I wouldn't mind it taking a little credit for my game running on iOS and Android.
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Post » Wed May 15, 2013 7:16 am

@Rory
Are you paying something for Ludei? I think you are missing the point. My problem with the splash screen for example is not to give credit for CocoonJS for running my games and making things work, but it's their splash screen that is just poor design and screams out for the user "virus, don't trust this app". I don't like when all the QA reports are full of complains about the splash screen that has nothing to do with the actual game. I don't have any problems paying if I don't need to use that ugly splash screen.
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Post » Wed May 15, 2013 7:37 am

The problem is if you work with other clients, they wouldn't show ludei splashscreen for some reason, removing splash screen saves intro time.
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Post » Wed May 15, 2013 1:17 pm

@nemo
The splash screen has been redesigned, an hope you'll love it, too.

Regarding the payment plans, the business team are still working on it. We'll give more updates once we have all the details.

@Eisenhans in this release you'll be able to customize the permission list in the cloud compiler. Stay tuned!
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Post » Wed May 15, 2013 4:16 pm

[quote]@Eisenhans in this release you'll be able to customize the permission list in the cloud compiler. Stay tuned![/quote]

@ludei Now we're talking!
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Post » Thu May 16, 2013 1:44 pm

@ludei When will you release the new cloud compiler and launcher? Excited! :)
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