New CocoonJS Launcher App Released

Discussion and feedback on Construct 2

Post » Tue Jul 03, 2012 1:29 pm

Someone know if the publication if from the computer not
from the tablet, for me the new release not work
I'm worry if use the launcher for make .apkfelixsg2012-07-03 13:30:18
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Post » Tue Jul 03, 2012 2:38 pm

I receive error messages for using touch2 plugin(multitouch)
http://www.scirra.com/forum/plugin-multi-touch_topic49525.html[URL][/URL]
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Post » Tue Jul 03, 2012 3:06 pm

@nemo: you should stick to the built-in plugin, it is multi touch by default.
Be aware though that multi touch isn't supported in android 2.2 and previous (I believe).
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Post » Tue Jul 03, 2012 3:56 pm

Hmm.. Using the new launcher I get the black screen at around 96-100% load with the following error:

JSUtilities Exception: TypeError Result of expressio 'this.zs' [undefined> is not a function. Cause: Tag: timer Function: function (){b.go();}

I'm using Sprite, Mouse, and Touch.. All standard plugins.vAnte2012-07-03 15:57:51
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Post » Tue Jul 03, 2012 5:37 pm

I now use the standard Touch plugin and it works great. I have some issues with the audio. I use two music tracks, one for ambient and other for the actual background music, my game is only able to play one at a time.
I also can't hear some of my sounds at the first play even when I preload them at the beginning of my game.

FPS with PhoneGap was around 9-11 and with cocoonJS it's 20-30.
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Post » Tue Jul 03, 2012 5:47 pm

Could anyone tell me how CocoonJS performs compared to appMobi on iOS? Do I need to buy something (or own a Mac or something like that) to use CocoonJS?

Thanks.
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Post » Tue Jul 03, 2012 7:37 pm

@Nimtrix , as i heard cocoonjs is the best engine until now and you can use it on iOS by some tricks on Mac also if you use cocoonjs on iOS and the game worked very well then you will know that is the game will also work very well on android (90-99% true)

so you can borrow a mac pc or macbook from someone and do the steps on this link : (from ludei)
http://www.ludei.com/tech/cocoonjslauncher
also in that page you will see if the cloud opened and i think the picture tell itself , create html5 ->test with cocoonjs-> compile to cloud.

the cloud will have the same performance of cocoonjs launcher ^^ (or better i think)
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Post » Tue Jul 03, 2012 8:04 pm

@zsangerous

Thanks, it sounds promising performance-wise. I did a little reading though, and it seems you not only need a mac, but an apple dev account as well. I have neither, so I guess I'll stick with appMobi. (or just forget about mobile games)
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Post » Tue Jul 03, 2012 8:34 pm

@Nimtrix o.o try to buy android device as you know google nexus is just 350$ , or google nexus tablet(V) cost only 199$ , i wish to see construct2 games on the store until now i saw about 4 games really not bad but i think after the cloud ,construct2 will have alot of mobile developers...

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Post » Tue Jul 03, 2012 9:07 pm

Hi guys, we've had the CocoonJS Launcher app ready for iOS for months now,but unfortunately its been a challenge getting it accepted by Apple. If it were accepted, testing C2 games would be a snap but until then we provide the Xarchive file. Hopefully we'll get accepted soon.

Also, if you want to publish a game to the iOS App store a Apple dev account is pretty much required - if you want to own it of course.

@nemo That's odd, you can check out the code for our multichannel audio by downloading the source code on our demos page (http://cocoonjsservice.ludei.com/cocoonjslaunchersvr/demo-list/) Also,If you like you can submit a dev support request http://ludei.com/aboutludei2012-07-03 21:09:41
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