construct & cocoon js - collected experiences

Discussion and feedback on Construct 2

Post » Wed Oct 03, 2012 9:06 am

@roberto I haven't tried this yet but R0J0hound made a nice .capx example showing how you can make sprite font by implementing it with events here:

http://www.scirra.com/forum/suggestionsprite-font_topic44315_post277605.html#277605

I don't see why this wouldn't work with CocoonJS. With a little trial, and error you should be able to display different fonts at different sizes.
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Post » Wed Oct 03, 2012 11:26 am

@ roberto, like Wink said, I also used spritefont before normal fonts were working in cocoon js.. Found it a bit of a hassle to make the spritefonts, but it works.

I wrote to the ludei support and asked for more information about the ad-ID and how the ad-system should work. I'll post here if ludei support answers.Mau2012-10-03 11:26:28
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Post » Wed Oct 03, 2012 12:57 pm

Thanks guys, I'll try it!
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Post » Wed Oct 03, 2012 2:45 pm

@Roberto

You could start trying with this demo We made: http://storage.cocoonjsservice.ludei.com/demos/cjs1868640862282854491fonts.zip

If you have problems with one of the fonts or the sizes, please contact us and We will give you detailed support.

Thanks!
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Post » Wed Oct 03, 2012 5:07 pm

@Ludei

Thanks for replying. I saw your example but the problem is that the c2runtime.js I get after compilation with C2 handles text in a completely different way from your main.js .

ie. (excerpt from my c2runtime.js code for a line of text:

          [
                    [121.5, 342, 0, 158, 30, 0, 1.5922e-005, 1, 0.5, 0.5, 0, 0, []],
                    80,
                    [
                    ],
                    [
                    ],
                    [
                         "Text",
                         0,
                         "9pt Comic Sans MS",
                         "rgb(255,204,0)",
                         1,
                         0,
                         1,
                         0,
                         0
                    ]
              ]

So it's really not clear to me if and how I'd rewrite this to match your example and simply adding a folder with the different fonts unfortunately doesn't do the trick...

All best,
Robertoroberto2012-10-03 17:11:48
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Post » Wed Oct 03, 2012 9:50 pm

@ ludei, do you have any information on this topic?

"Today I tried to use Ads with cocoon JS, but as cocoon js uses "mopub" as ad provider, I assume that <<somewhere>> I have to enter my mopub ID to get the ads showing up in my game. Has anyone have any information on where to do this?"

Thanks

Edit: They told me it works via the new cloud compiler, but it's in beta at the moment. We should see more of it in as this gets finalizedMau2012-10-03 22:26:31
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Post » Fri Oct 05, 2012 8:36 am

@Roberto

The font Comic Sans MS is not supported on the iPhone. You should put the .ttf file on the fonts folder.
Thanks!
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Post » Wed Oct 10, 2012 2:57 am

@ludei

I'm still having issues with fonts: while the font demo works fine, if I do a new project in C2 which just displays a few different fonts (abduction, digitalism, paint boy, scharzwald and times), include a fonts folder with all those ttf files in the exported zip for CocoonJS and then launch the app, all fonts look the same (arial) though with the proper font size.

Any idea?

BTW, I'm using C2 r105 and an iPhone3GS with the latest iOS for testing.

Thanks!
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Post » Tue Nov 13, 2012 5:17 pm

Hi!

Have someone managed to get clay.io working with construct 2? :)

Thanks!
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Post » Tue Nov 13, 2012 6:05 pm

Hi,

I am also looking at AJAX support from CocoonJS. Any updates?

Thank you!
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