New CocoonJS Launcher App Released

Discussion and feedback on Construct 2

Post » Thu Jul 05, 2012 10:43 pm

[QUOTE=kbdmaster] 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 )
[/QUOTE]
Hi, you can export your zip to your dropbox public folder, right click the file, go in dropbox > get public link and use this link into cocoonjs.
Another alternative would be copying the .zip file to your sd card root.sheepy2012-07-05 22:44:13
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Post » Fri Jul 06, 2012 12:13 am

@gammabeam - you should probably ask that in the off topic forum instead.
Moderator
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Post » Thu Aug 02, 2012 4:16 am

@gammabeam

I have a Motorola Defy and I simply love it. I use custom ROMs though, I'm using the latest CM10 right now (Android 4.1.1 jellybean). Works great.
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Post » Fri Aug 03, 2012 7:10 am

I was just wondering if you plan on releasing offline build options like Phonegap has so people could download the source from github etc and manually build projects rather doing it through the cloud?

This would be great to have available and if it happens i definitely think i will replace all my current Phonegap built projects with CocoonJS in the future as it seems great. :)
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Post » Fri Aug 03, 2012 8:33 am

Some test results in CocoonJS launcher demos.

Sony Ericcson Live!
(320x480, 1GHz MSM8255, Aderno 205, 512RAM, 2.3.4)
Multitouch: 4 fingers
Sprite test (Asteroid) 60FPS: 430 objects

Alcatel OT-995
(4808x800, 1GHz MSM8255, Aderno 205, 512RAM, 2.3.6)
Multitouch: 2 fingers
Sprite test (Asteroid) 60FPS: 650 objects

The multitouch is not a surprise, but the objects in the sprite test. The Live is equal to OT995, but have a smaller screen and a slower CPU.

Before the test I trought, that the smaller screen could make a lot less graphic processing, cause the Live have 60% less pixels. It was a big surpris that the speed of CocoonJS is not really depend on the screen size, but mostly on the CPU speed.

Do you have similar experiance?
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Post » Fri Aug 03, 2012 4:13 pm

I'm getting a strange bug. Whenever I start up a demo, it only takes up about 1/4 of the screen, and has a very jagged FPS. In order to fix it, and to make it take up the whole screen I have to hit the home button and re-open the app.

I'm using a Droid X, ICS 4.04 ROM (CM9)

Any ideas? Could it be because of the rom?
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Post » Sat Aug 04, 2012 11:09 am

I tried the @ludei Android launcher on my Samsung GS2 for my Ninja Fart Hero game. It worked nicely at 80-110fps, though:

- It was displaying landscape instead of portrait, so I only had a small area to display the game in
- All text was very small
- I use a black tile to fade in at the start of each layout. The fade had criss-cross black lines through it until fade completed
- None of my hyperlinks to web pages work any more (they work fine with PhoneGap)

The game did seem to stutter a little in parts, although the frame rate was still showing high.

I can't test it on my iTouch as it has iOS version 4.2.x and Ludei says the launcher will only support 4.3+.

All looking pretty dang good - I can hardly wait for the cloud build service!!!AndyWatson2012-08-04 11:37:59
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Post » Fri Aug 10, 2012 11:28 pm

I've been trying my game on using the @ludei Android CocconJs launcher on my Samsung GS2.

I am having similar audio problems as others have described. Sometimes I get audio, other times I don't. Often, I get audio late, e.g. a second or two after the event. (I don't have music.)

Also, I am getting a weird PNG transparency issue. When I boot my phone and launch Cocoonjs, the images all look fine, first time. On each subsequent I relaunch the Cocoonjs app however, all sprites lose their transparency and show instead a black background. I have to reboot the phone to fix.

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Post » Mon Aug 27, 2012 9:41 pm

HI, @Ludei and everybody
maybe is should open a new thread cause this seems to have no activity for a couple of weeks, buy anyway,
i'm trying to use cocoonJs, but i keep getting this error:
JSUtilities Exception: TypeError: Result of expression 'a.canvas' [undefined] is not an object. Cause: Tag: timer Function: function () {a.go();}

Don't know what it is about, the only function i'm using that can be related to that is "wait x secons", but if i remove it, it still give me the error.

someone have seen the same error? if so, how were you able to fix it?
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Post » Mon Aug 27, 2012 11:31 pm

@Behamut - can you post a bug report to the bugs forum with your .capx file? Thanks!
Scirra Founder
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