doing mobile games with construct seems to be THE new oppurtunity at the moment. After just having finished a new Prototype from scratch and bringing it to my ipad today, I thought we could share our experiences with the new technology here.
I'll start with my experiences so far:
testing on ios, with a self-signed version of cocoon.
Creating a .zip file for cocoon js:
All you have to do is to export it as "cocoon JS", >>NOT<< HTML5 and zip up the content of the folder.
If you are using r99 and later, a .zip is automatically created for you.
If not, don't repeat that stupid mistake I did and accidentially try to 7zip it, it must be a .zip :)
Getting your zip file onto your device:
This may sound simple, but it took me a while to understand how to get an app into my cocoon app. The basic procedure is explained here: link, but at the moment, you can only read files via URL on android (works fine if you put your game into your public dropbox folder for example), but on Ios, you have to use iTunes.
-Using iTunes means selecting your ipad, clicking on apps at the very top of your screen, then selecting cocoon JS down in the installed apps section and THEN you get a field next to it, where your can drag and drop your .zip files into.
other small things to notice:
- with the newer updates, construct runs much faster than before (I had only 5 fps on Ipad 1, but now I have 40, which is playable and gteat! SO get the latest update.
- I didn't dig deeper, but when I imported audio as .ogg, it didn't play on my Ipad. If I imported .flac. it did.
- rendering text didn't work at first, so I used the sprite fonts plugin to render text on the ipad. - this may be resolved in the latest test-build of construct.
And finally a quick screenshot of one of the games that we tested with cocoon js today
All in all, it was loads of fun to develop with construct and cocoonjs and I hope we can collect some other experiences, to make that workflow even easier for others.
All the best