CocoonJS plugin updates

Discussion and feedback on Construct 2

Post » Wed Nov 19, 2014 3:54 pm

ludei wrote:Hello,

Sorry for the late response. Regarding your question, no, they are not supported. I think we don't have that feature even on our JS Plugins, which have more features than the C2 plugin. Sorry again.

Regards.


No problem. :D When will this feature be available on CocoonJs? Thanks.
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Post » Thu Nov 20, 2014 10:28 am

Hello,

I am afraid it is not currently in our roadmap, and right now it is not one of our priorities as we are about publishing a new release. I am sorry for the bad news.

Regards.
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Post » Thu Nov 20, 2014 11:13 am

ludei wrote:Hello,

I am afraid it is not currently in our roadmap, and right now it is not one of our priorities as we are about publishing a new release. I am sorry for the bad news.

Regards.

A new release of a plugin or a new cloud compiler?
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Post » Thu Nov 20, 2014 12:07 pm

Sisyphus wrote:A new release of a plugin or a new cloud compiler?


A new cloud compiler.
We will publish a post with all the bug fixes and new features.
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Post » Thu Nov 20, 2014 8:31 pm

Hi,

I'm having some bad luck with the CocoonJS plugin and I've searched all over for an answer.

Earlier today I set up my leaderboards and achievements within Google Play. In Construct 2, when I use the latest CocoonJS plugin to show achievements, it brings up achievements to a different game, which I believe is iBasket from Ludei.

When I try to bring up the leaderboard, it just crashes outright.

This is only in the Canvas+ CocoonJS Previewer. I've tried building the app with the cloud service, and it doesn't work at all (may be an entirely separate issue but I'm mentioning it in case it's related)

Any help would be appreciated.
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Post » Thu Nov 20, 2014 8:34 pm

Yeah, testing in the launcher will show Ludei's leaderboard. You need to test the built APK.
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Post » Thu Nov 20, 2014 10:06 pm

Thanks for the quick reply - that makes sense.

Not sure if this is the best place for it - this is a general CocoonJS question. My game works perfectly using Canvas+ in the CocoonJS launcher with a few seconds load time at the start. When I compile it using the Cloud launcher, it never loads - the Ludei logo just flickers in that lovely way forever (left it for 10 minutes at least). Construct 2 is estimating about 25MB memory usage.

Is there a big difference between compiled and previewed apps, or if it works in one should it generally compile okay?
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Post » Thu Nov 20, 2014 10:09 pm

I don't ever really use the Launcher app, so I can't really say. I can say I have very rarely had issues with CJS unless I had a plugin installed or was using a feature in C2 not supported. This sounds like something that might only actually function when not in the launcher. I would email [email protected] for some help. If you can provide them a CAPX, I think it would help.
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Post » Fri Nov 21, 2014 8:50 am

Brilliant - thank you, I think you've sent me in the correct direction. Webstorage was throwing up problems before I edited the file - I'll go through as a process of elimination to see what I can change.

Cheers.
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Post » Fri Nov 21, 2014 9:58 am

Hello,

Thanks a lot for the answer, @ArcadEd.
@Mark, if possible, open the topic in our community. If you send the capx to that email address, the process will be much slower than using the community. In addition, we prefer a simple test case that reproduces the issue and the reason why we ask for this is easy:

1) It is easier to identify the root of the problem if there are less elements.
2) We understand that some users might be afraid of sharing their game with us, so we won't ask you that.

If after having a look at the issue, we are not able to reproduce it, we will contact you through email for a further investigation.

Apart from this, I would like to explain briefly the differences between the Launcher at the store and a Custom Launcher. The Launcher at the store has our own configuration. This means you will see our ads, you will use our Facebook ID, etc. This can be really useful, for example, for testing if your code is working as it should taking into account the service configuration is properly done.

A custom launcher will use your own configuration, so if something works on the launcher and not on a custom launcher, it is possible that something in missing not in your code but on the service you are trying to use. Of course, you don't need to use a custom launcher always. This is just an option we provide for testing.

Finally, we have the could compiler, which will provide you the final app. This is supposed to be the final step, and it also requires some testing. But this is the complete process (with optional steps ;) ).

Hope this clarifies a little the situation.

Regards.
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