CocoonJS plugin updates

Discussion and feedback on Construct 2

Post » Fri Jul 24, 2015 10:47 am

veeru5656 wrote:[Cocoon] only supports only ARM(canvas+)

what that's suppose to mean - does game will not run on x86 device


Canvas+ does not support x86 at least at the moment. The rest webview engines does.

Yes, that is exactly what it means. Only available for ARM.
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Post » Fri Jul 24, 2015 11:14 am

Most mobile devices use ARM am I correct? Was the old Cocoon Js exporting for ARM?
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Post » Fri Jul 24, 2015 11:55 am

Yes, that is right.

In the new Cloud is different.

Canvas+ is the only one that supports just ARM.
Webview+ supports x86 too.

In addition, yesterday we published a new release. Here is all the information about the new features: https://blog.cocoon.io/cocoon-beta-upda ... m-plugins/

Regards
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Post » Fri Jul 24, 2015 6:38 pm

@ludei
can you please tell me why audio doesn't work with canvas+ ? only in webview!
i'm using audio plugin in C2 and Media plugin in Cocoon.io
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Post » Sun Jul 26, 2015 2:18 pm

@ludei, @TiAm, can you export and compile this capx on your cocoon and check if works please? Im testing and nothing compiles now. With physics, without physics, total empty project, nothing compiles. Getting black screen on normal compile, and in developer app, have no errors in the log.
I dont know if my construct2 is broken, or im doing something wrong. :roll:
https://www.dropbox.com/s/u1tanjikgg7wegx/testcocoon.capx?dl=0

And other thing @tiam, im looking the pic you posted to tell the line for the fix of screen ratio, and i have noticed that in your .js file is on line 435, mine is on line 3694 and the file have a total of 18000 lines aprox. Is that ok?
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Post » Sun Jul 26, 2015 5:56 pm

@Mamajuano

I'll try your capx later today when I have time.

Second question: I patched the preview.js file stored in program files, so I didn't have to edit my exports every time. Patching the export should work fine though.
Don't lose your work. Backup your game with Dropbox.
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Post » Mon Jul 27, 2015 9:56 am

i was asking what will happen in x86 device(canvas+)

thus they will able to install or not
or will get a blank screen
or run fall back to web view ?
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Post » Mon Jul 27, 2015 10:37 am

veeru5656 wrote:i was asking what will happen in x86 device(canvas+)

thus they will able to install or not
or will get a blank screen
or run fall back to web view ?


In most of them, it will work because they have some emulation libraries. In some of them, if they don't have those libraries, the game will crash.
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Post » Tue Jul 28, 2015 7:14 pm

In most of them, it will work because they have some emulation libraries. In some of them, if they don't have those libraries, the game will crash.


thats explain so many 1 star rating
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Post » Sat Aug 01, 2015 4:40 pm

@Ludei I am still having a problem with full screen in New cocoon.io. I've read through this thread and several others trying to figure out what I'm missing.

I've done:
1. The code patch for the retina IsCocoon thing.
2. Removed whitelist from installed plugins.
3. Switch physics from .js to the .web one.
4. Tried WebGL on and off. (Off made it zoomed like, 300% in upper left corner)
5. I'm exporting as Cordova, deleting config file, zipping the rest and uploading, choosing full screen, portrait, canvas+.
6. I'm using the new cocoon Cordova plugins (updated from formally named ATP).
7. Using Letterbox scale, even though its not supported by canvas+, I have yet to read others using a different scale. I'm assuming C2's scale choice is ignored as cocoon configs it it's own way.

In the end I continue to have this weird strip on the right side:
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