CocoonJS plugin updates

Discussion and feedback on Construct 2

Post » Thu May 28, 2015 9:01 am

GameThirsty wrote:@ludei
@ArcadEd
@fldr

Did you sign the apk inside the cocoon.io cloud compiler? I did not and it does not want to install on my devices.


But if you don't sign your project, you still will get a debug_signed apk for testing and installing it in your device using "adb install" command.
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Post » Thu May 28, 2015 11:17 am

@ludei I see that Cocoon.IO will be Cordova/Phonegap compatible. Does that means we can use Cordova AdMob plugins directly without the need for MoPub??? MoPub was the ONLY reason I moved to IntelXDK.
Thanks
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Post » Thu May 28, 2015 11:36 am

@Cipriux

You can use native AdMob ads in Cocoon.io

anyway it will be almost perfect when:
- WebGL ON
- low quality WebGL OFF
- crashing minification
issues will be fixed
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Post » Thu May 28, 2015 2:12 pm

Cipriux wrote:@ludei I see that Cocoon.IO will be Cordova/Phonegap compatible. Does that means we can use Cordova AdMob plugins directly without the need for MoPub??? MoPub was the ONLY reason I moved to IntelXDK.
Thanks


Yes, you can use Cordova Admob. I will assume that plugin is working on 4.0.x (Cordova version).
If not, you can use the ATP for Ads. They are adapted for C2 and you can intall them at the cloud easily: https://github.com/CocoonIO/atomic-plugins-c2
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Post » Thu May 28, 2015 7:46 pm

@ludei
is canvas+ supported by ios 7 ? since i need to work at least on ios7 ....
thanks for reply
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Post » Fri May 29, 2015 9:37 am

matrixreal wrote:@ludei
is canvas+ supported by ios 7 ? since i need to work at least on ios7 ....
thanks for reply

Yes, it is :). Not Webview+ for iOS. But Canvas+ is our own webview engine.
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Post » Fri May 29, 2015 2:38 pm

Hi!
First of all! THANK YOU Ludei!

I am trying the compiler in cocoon.io and everything is working great!
of course: WebGL OFF and no minify script.

Two questions:

Is necessary to add the CocoonJS plugin in the C2 project or is enough with the ATP?

I see there is no "test option" in ATP. that means that all the ads displayed are real?

Thanks!
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Post » Fri May 29, 2015 3:09 pm

Hello,

Rocam wrote:Is necessary to add the CocoonJS plugin in the C2 project or is enough with the ATP?


Nop, it is not necessary anymore :). CocoonJS just for the old cloud (or your project will crash). In addition, yesterday we updated the ATP for C2 to delete de unnecessary dependencies. When installing the plugins at the cloud, the required files will be injected in the project, so you don't have to worry about versioning. We will keep the libraries up to date.

We are now migrating the rest of CocoonJS plugins into several ATP. It will be possible to have Facebook and Google Play at the same time as they will be different plugins. And we will keep Canvas+ special features (Keyboard, dialogs, device info) on another plugin.

Rocam wrote:I see there is no "test option" in ATP. that means that all the ads displayed are real?


Yes. I am not sure if we had a test option for ads. The ATP for InApps detect if you are using the sandbox or not, and even autofinish a transaction for you, but ads are real as soon as they are showing in your app.

Cheers :).
Last edited by ludei on Fri May 29, 2015 3:25 pm, edited 1 time in total.
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Post » Fri May 29, 2015 3:12 pm

ludei wrote:Hello,

Rocam wrote:Is necessary to add the CocoonJS plugin in the C2 project or is enough with the ATP?


Nop, it is not necessary anymore :). CocoonJS just for the old cloud (or your project will crash). In addition, yesterday we updated the ATP for C2 to delete de unnecessary dependencies. When installing the plugins at the cloud, the required files will be injected in the project, so you don't have to worry about versioning. We will keep the libraries up to date.

We are now migrating the rest of CocoonJS plugins into several ATP. It will be possible to have Facebook and Google Play at the same time as they will be different plugins. And we will keep Canvas+ special features (Keyboard, dialogs, device info) on another plugin.

Cheers :).


Great news, thank you.
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Post » Fri May 29, 2015 6:25 pm

Man, that might be one of the most slickest interfaces I ever worked with. :D

I don't quite understand how to test a project on my device though.. normally I used the CocoonJS plugin from C2, exported and put that file into the Applications Folder in iTunes and then started it via the launcher. Is it different now and if so is there some kind of documentation available? Thanks for answers! :)
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