CocoonJS plugin updates

Discussion and feedback on Construct 2

Post » Mon Jun 08, 2015 6:38 pm

ludei wrote:
Any progress or ETA on WebGL support? Canvas2D scales correctly, but looks kind of low-rez and grainy.


We have found that C2 Cordova exporter does not use the correct devicePixelRatio value in Cocoon.io compilations, that's why the game is displayed in the 1/4 of the screen. This can be fixed with a minor change in the following line in c2runtime.js (the change is marked in bold)

this.isRetina = ((!this.isDomFree || this.isEjecta || this.isCocoonJs) && this.useHighDpi && !this.isAndroidStockBrowser);

Let us know if your games run in high-res with this change.


Dont work for me. Still 1/4 size window.

Another problem that cant indentify is that im getting a black screen after cocoon loading logo in my main project. Before day 5 update the project load and works ok.
In a simple project test with 5 rotating sprites works ok.
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Post » Mon Jun 08, 2015 8:29 pm

@ludei
@TiAm

:( No luck with the fix, it's still on the 1/4 of the screen.

1st test
game window size 1280x720 - 16:9

Test devices
  1. Samsung Galaxy Tab 3 SM-T110 - 1024 x 600 - Aspect Ratio 128:75 - 170 ppi - passed
  2. GIGABYTE GSmart Guru G1 - 1920 x 1080 - Aspect Ratio 16:9 - 441 ppi - failed
  3. Samsung i9300 Galaxy S III - 1280 x 720 - Aspect Ratio 16:9 - 306 ppi - failed
  4. Samsung Galaxy Tab Pro 8.4 SM-T320 - 2560 x 1600 - Aspect Ratio 16:10 - 359 ppi - failed


I did next 2 tests just to see if an app resolution would have any affect on the results.

2nd test - game window size 3840x2160 = 16:9 - Samsung i9300 Galaxy S III - 16:9 - failed
3nd test - game window size 800x500 = 16:10 - Samsung Galaxy Tab Pro 8.4 - 16:10 - failed
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Post » Mon Jun 08, 2015 9:09 pm

Curious how the dev app displays correctly over wifi. Fills the whole screen.

Something happening during C2 export, or a difference in how the dev app works? Hopefully not the later...
Don't lose your work. Backup your game with Dropbox.
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Post » Tue Jun 09, 2015 11:07 am

@Tiam We have tested your game (with no new changes) in a newly
compiled developer app and in a normal compilation. Both are filling the
whole screen (used portrait orientation). Are you using portrait
orientation? Can you send us screenshot of the problem?

Tested on a nexus 7 and Samsung Galaxy S3.

:( No luck with the fix, it's still on the 1/4 of the screen.

Dont work for me. Still 1/4 size window.

Another problem that cant indentify is that im getting a black screen after cocoon loading logo in my main project. Before day 5 update the project load and works ok.
In a simple project test with 5 rotating sprites works ok.


Can you send us the zips you are using so we can reproduce and debug the problems?
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Post » Wed Jun 10, 2015 12:22 am

I was able to get my game to export correctly using the new c2runtime.js change. The only issue I seem to have at this point is collisions don't work. Any ideas how to fix that?
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Post » Wed Jun 10, 2015 6:51 am

@Ludei

How long +- BETA phase will take?

in case of some Construct 2 incompatibilities - do you need any support from Scirra?
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Post » Wed Jun 10, 2015 5:40 pm

@ludei

Sent you a reply by email.

@Noga

See the last post by ludei
Don't lose your work. Backup your game with Dropbox.
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Post » Wed Jun 10, 2015 10:17 pm

ludei wrote:Can you send us the zips you are using so we can reproduce and debug the problems?


Here are my files
.capx
.apk
.zip

results - fullscreen only on one device
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Post » Thu Jun 11, 2015 2:13 pm

Here are my files
.capx
.apk
.zip


Thank you for t¡the files. We have tested the attached apk on the Nexus 7 and it was not fullscreen. But after creating a new compilation in the cloud with the zip file, now the game is fullscreen on the same device. The difference between both compilations is the cocoon_canvasplus.js (automatically injected when you compile with canvas+). You apk was not using the latest version. When did you compile this APK? We updated that javascript file 3 days ago. Try this apk https://db.tt/x76en6Wz or create a new one in the cloud.

Curious how the dev app displays correctly over wifi. Fills the whole screen.

Something happening during C2 export, or a difference in how the dev app works? Hopefully not the later...


Just tried your latest compilation apk in 4 devices and its full screen on all of them :-S. Attached image (Nexus 4, Galaxy S3, Galaxy Tab 10.1 and Nexus 7 1st gen):
https://dl.dropboxusercontent.com/u/22509177/IMG_0214.JPG

Please make sure that your apk is replacing previous installed versions. If the devapp runs ok, the compilation apk should work the same way, it's exactly the same render engine. The only difference can be if you are changing some canvas+ settings in the devapp, but with the defaults it should be the same.

How long +- BETA phase will take?

in case of some Construct 2 incompatibilities - do you need any support from Scirra?


Probably we will need the fix to be included in c2runtime.js. But let's make sure that if solves all the problems before doing it ;)

Regarding the BETA phase, it depends on when we finish some pending tasks, can't tell you a official date yet ;)

I was able to get my game to export correctly using the new c2runtime.js change. The only issue I seem to have at this point is collisions don't work. Any ideas how to fix that?


Can you attach a testcase?
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Post » Thu Jun 11, 2015 3:55 pm

@Ludei the file size's for the apks seem to have gotten larger. My previous apks were 10.5mb , 6.5mb for the 2 files now its 16mb for a single file? when installed its 31mb as compared to 25 mb installed
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