Exporting with CocoonJS

Discussion and feedback on Construct 2

Post » Fri Mar 27, 2015 8:14 pm

I'll switch to CJS until the performance issues with Crosswalk are resolved and would like to know what should I be aware of.

  • my game is similar to Flappy Bird style
  • want to target iOS and Android (lower versions better, but it's ok if only iOS8+ & Android 4.0+)
  • using leaderboards, ads and IAP
Should I use canvas+ or can I use WebView+? I've read about some audio problems, screen flickering, crashes, long loading times. How does it look now, near April 2015? What problems could I have while exporting with CJS?
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Post » Sat Mar 28, 2015 5:34 am

1) Canvas+ is for Android
WebView+ is for iOS

Canvas+ is good (faster than Crosswalk)
and WebView+ is very smooth (I didn't check but @Silverforce did )

2) Recently I didn't experience audio problems on Android app

3) C2 loader is not visible in CocoonJS, but there was some post with information how can you fix it (so players will see loading bar or percentage); we could ask Ashley to fix it, but we all know the answer :)

4) You should remember that loading images on mobiles is slower than on PC. So it is important to optimize size of images (i.e. remove not neccessary images, change resolution) = you can save a few seconds of loading time.

5) The biggest issue is that now you can use only MoPub for ads. And MoPub means low fillrate and NO backfill from AdSense. So you will get #$#[email protected]# fillrate and $#@#@# eCPM.

HOWEVER...

there are Atomic Plugins made by Ludei, but you can't use them yet in @Ludei cloud service. Ludei told that they are still working on updating their cloud service.

When they will do that (= native AdMob in Canvas+ / WebView+) then CocoonJS will shine like a star

Usable links:

https://github.com/ludei/Construct-2-plugin

https://github.com/ludei/atomic-plugins-c2

Summing up: you can release your game without bigger problems (I think so) but we are still waiting for native ads...
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Post » Sat Mar 28, 2015 12:04 pm

szymek wrote:HOWEVER...

there are Atomic Plugins made by Ludei, but you can't use them yet in @Ludei cloud service. Ludei told that they are still working on updating their cloud service.

When they will do that (= native AdMob in Canvas+ / WebView+) then CocoonJS will shine like a star


Atomic plugins look promising, hopefully the cloud activation isn't far away. Thank you for the summary.
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Post » Mon Mar 30, 2015 9:20 am

Hello,

Noga wrote:
szymek wrote:HOWEVER...

there are Atomic Plugins made by Ludei, but you can't use them yet in @Ludei cloud service. Ludei told that they are still working on updating their cloud service.

When they will do that (= native AdMob in Canvas+ / WebView+) then CocoonJS will shine like a star


Atomic plugins look promising, hopefully the cloud activation isn't far away. Thank you for the summary.


It is not far, but it requires more work than expected. The main problem we are facing now it that we are moving to Cordova. And we are testing what implies to export C2 using Cordova for Canvas+ and the Atomic Plugins. So far, C2 requires jQuery. Canvas+ does not support it yet. That is why is taking some time.

In addition, it will be possible not only to use the atomic plugins, but any single plugin available on a public cordova repository.

Regards.
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Post » Mon Mar 30, 2015 12:45 pm

ludei wrote:It is not far, but it requires more work than expected. The main problem we are facing now it that we are moving to Cordova. And we are testing what implies to export C2 using Cordova for Canvas+ and the Atomic Plugins. So far, C2 requires jQuery. Canvas+ does not support it yet. That is why is taking some time.


thanks for update,

so is it matter of weeks or months?

I mean: Atomic Plugins + C2 + Cloud service
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Post » Tue Mar 31, 2015 11:51 am

Hello,

A matter of weeks. We expect not to find more difficulties.

Regards.
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Post » Tue Mar 31, 2015 2:25 pm

@ludei Cordova for Canvas+ sounds great!
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