Cocoonjs Updated now doesn't work

Discussion and feedback on Construct 2

Post » Wed Nov 21, 2012 4:57 pm

@ludei another thing, now the custom fonts are not working, I put the fonts folder inside the zip uploaded to the cloud system, but it doesn't show in the device (android)...

I sent a support ticket time ago and they (you) told me how to get it work and it was nice, but now only default font is shown
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Post » Wed Nov 21, 2012 5:45 pm

[QUOTE=ludei] OK, there was a huge bug on the app configuration for non-premium users. It should be fixed now.
Please check again and see if everything's working fine.

If you have any further technical problems with the cloud, please get in touch with us at devsupport@ludei.com[/QUOTE]

It works! This new update really changed alot of things. My game barely crashes now and I dont have to check through the launcher after inserting every event. Great job guys!

Hoping to get a premium account as my game is almost complete to release a demo with cocoonjs ads. Whats the requirements for premium? I can provide screenies, vids, and a zip file of my game and future projects
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Post » Wed Nov 21, 2012 10:01 pm

CocoonJS doesn't work on Android 2.2 right now. Neither does the CocoonJS Launcher for that matter.
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Post » Thu Nov 22, 2012 9:24 am

@bWard Yes, there's something wrong with the Android 2.2 support, we're trying to find a solution, but it's proving hard to solve. Hopefully for the next release we'll have it pinned down.
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Post » Thu Nov 22, 2012 9:49 am

Hello @ludei

I updated CocconJS launcher 1.2, i've tried my game which uses accelerometer didn't work on CocoonJS 1.2

Otherwise, accelerometer game has been tested on Safari iOS 6 and worked pretty well.

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Post » Thu Nov 22, 2012 10:27 am

@Joannesalfa Do the accelerometer-enabled demos included with the launcher (the box2d and motion demos) work correctly with your device?

If they do, then I guess there must be something wrong with the Construct-CocoonJS interaction.
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Post » Thu Nov 22, 2012 7:10 pm

@ludei @Ashley
I would like to ask if any of the new extensions of the release 2012/11/20 is accessable from C2?

I mean do I need to do custom coding or I can use some kind of C2 ajax pluigns for example to make an IAP?

When and how can we use the new Box2D native binding of this new release? Is C2 export is ready to use it, or Scirra need to make changes to enhance performance in CocoonJS?
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Post » Fri Nov 23, 2012 9:47 am

@Epox I don't think the Scirra guys have implemented support for any of our new extensions yet.

As for the Box2D binding, it's still in beta stage and is missing quite a few features still. Depending on what you expect from it it's possible you won't be able to do it right now.
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Post » Fri Nov 23, 2012 11:18 am

@ludei Your demos like accelerometer and Box2D worked on my device (iPod Touch 4)

I guess Scirra team is up to update CocoonJS plugin for the next release.

Besides, i would like to send my .zip on ludei's contact form to compare the benchmark between Safari iOS and CocoonJS.

Thanks.
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Post » Sun Nov 25, 2012 3:51 pm

@ludei Thank you, so the new features needs tuning from C2 side, not internal improovements with the same input.

I just looked at the new Box2d demo and sad: "Hey, 100-150+ objects with 60fps, this is what I'm looking for for my project!" I'll keep this project freezed till the C2 implementations will be updated.
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