CocoonJS Deploy your games as native mobile apps

Discussion and feedback on Construct 2

Post » Wed May 09, 2012 2:56 am

Yeah, I tried the inverse - I didn't have java installed to minify, but that didn't help either.
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Post » Wed May 09, 2012 4:00 am

Alas, I have not got this working yet. When I point Cocoon at my zip file in Dropbox it displays an error:

Error
Could not launch your app. Please verify your internet connection.

Now, this sounds like an obvious error but the WiFi on my phone is working. I know this because I sent, received and copied the Dropbox URL from my Gmail account on my phone. I also know there are no typos.

Am I missing something simple here?

PS - I have a Samsung Galaxy S

EDIT: I also tested the URL in chrome to ensure that the link was correct. This was OK.

EDIT #2: Ok. I realised my mistake in the end. I initially put the zip file into a private folder and copied the link. Even though I could download the file from my browser it didn't work with Cocoon. I put the zip file into the public folder and then copied that link. It worked a treat. It may have something to do with the private folder link started with https:// but I'm not sure about that.

simwhi2012-05-09 06:34:17
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Post » Wed May 09, 2012 5:29 pm

Just saw the post at CocoonJS blog. It's currently at 30~50 fps range, dropping greatly with many sprites on screen. I hope we can get at least
50~60 FPS at all times. I see it's not optimized yet so that must be the cause of course.
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Post » Wed May 09, 2012 8:34 pm

[QUOTE=Wink] I just tried it but I'm just getting a black screen with fps:>1000 showing in the upper left corner of the display screen. Maybe it's because I'm trying to host my zip file on Dropbox. The CocoonJS loader is unzipping, and loading it correctly but just a black screen. I think I will try uploading the zip file to my payed hosting server to see if that makes a difference. [/QUOTE]

Same here.
If that's going to help, my game is 1024*768 landscape with fullscreen turned on.
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Post » Wed May 09, 2012 9:00 pm

I'm trying to get the CacoonJS app running on my Droid Eris and unfortunately it just loads the opening screen and the app then closes. My phone's a bit dated in comparison to more recent phones but it still should at least load.

Really hoping to see some advancement on this one from Ludei.
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Post » Wed May 09, 2012 9:30 pm

For those having issues, have you checked ludei's blog ?
There are links in that article that might be useful to follow to get everything to work.
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Please attach a capx to any help request or bug report !
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Post » Wed May 09, 2012 9:57 pm

Yup, and there doesn't seem to be anything relevant. I can provide the .capx to the devs.
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Post » Thu May 10, 2012 11:13 am

Hmm, i don't get this..

Is the CocoonJs thingy just a launcher/optimiser or if you upload your file do you get a .apk that you can use to submit to google play ?
And are the iOS thingy coming too ?

Cheers !!

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Post » Thu May 10, 2012 11:16 am

What I want to know, is do they force you to use their launcher, or can you have a native-like experience?
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Post » Thu May 10, 2012 12:03 pm

This is really cool, but does that mean all the 3rd party plugins need to be recoded? Since it converts to native code I can't imagine everything will work without problems and what about saving does it need a new save method other than webstorage?

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