New CocoonJS Launcher App Released

Discussion and feedback on Construct 2

Post » Wed Jul 04, 2012 2:22 pm

Hey Ludei Congrats ! And Sorry for the late post :)
So how about the websocket multiplayer function
Does it create the server , how it works ?
Is it compatible with C2 Websocket Client Plugin ?
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Post » Wed Jul 04, 2012 6:10 pm

I made some tests and instead of using Scale mode, using Letterbox or Letterbox integer scale boosts the FPS. My game went from 20FPS to 30FPS.nemo2012-07-04 18:20:47
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Post » Wed Jul 04, 2012 8:40 pm

Does the letterbox mode works for you @nemo?
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Post » Wed Jul 04, 2012 8:54 pm

@sheepy With the latest construct2 beta version it's working. I'm going to test more to see if this is the real reason for my FPS boost or did I change something else.
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Post » Wed Jul 04, 2012 10:31 pm

[QUOTE=Ashley]@Kyatric - CocoonJS (and directCanvas) support multi-touch even on Android 2.x, which is one of the nice things about them. (It is only the browser software in 2.x which does not support multitouch, the phone hardware supports it fine.)
[/QUOTE]

@Ashley : thanks for the clarification.
New to Construct ? Where to start

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Please attach a capx to any help request or bug report !
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Post » Wed Jul 04, 2012 11:15 pm

@Ashley
I tried the same game without minifying, and that worked. But as soon as I use minify I get the error with a black screen and the message I wrote before. It seems like it has something to do with the minifying script...
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Post » Wed Jul 04, 2012 11:48 pm

The letterbox modes aren't supported in CocoonJS yet... I'd be surprised if they worked!
Scirra Founder
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Post » Thu Jul 05, 2012 1:22 pm

I tested the iOS launcher (with my apple developper account) on ipad. I noticed 3 issues (I think they are...):

1- Centered text (Horizontal align = center) does not work. It shows aligned to left always.

2- Everything is very blurry. I tested a lot of combinations (if not all) in C2 project properties (fullscreen, webgl, sampling, rounding, etc....). It is impossible to get sharp picture and texts with cocoonJS on iOS. (tested on ipad 1 ipad 2 and new ipad (ipad 3). preview on iOs safari browser is OK, and exported to phonegap is OK too.

3- On iPad 3, retina screen "is not supported", i guess. I use 2x graphics and images in my project, and the project configured as 1024x768, and "Use iOS retina display" enabled in project properties, and scale (scale or letterbox scale). If i prevew in browser or export to phonegap, it works 100%, the scaled game (at 2048x1536 i guess) with retina graphics and texts are perfect, smooth edges and sharp image. with cocoonJS launcher it doesn't, graphics show sawtooth borders and blurry in general. I can confirm it is not scaled to 2048x1536 because with iOS browser and phonegap the loading progressbar is very small and launched in cocoonJS the progressbar is 2x larger.

Thanks!
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Post » Thu Jul 05, 2012 2:21 pm

Another Question , What do I do after exporting to CocoonJs
Where do I find my game URL

Let's Say I exported my Capx to CocoonJs it made 1 runtime file and 1 folder with all my images , What I do next , Where do I put my Zip to open it on cocoonJs ( Surely , what I do after entering the Registration Code )
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Post » Thu Jul 05, 2012 8:25 pm

Time to grab a cheap android phone...

Any ideas on which model should I get?!
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