Physics not working on Android?(CocoonJS)

Discussion and feedback on Construct 2

Post » Mon Apr 29, 2013 11:33 am

I met some problem when using physics behavior and exported to Android devices via cocoonjs. Have you guys have the same issue?

CAPX here:


https://dl.dropboxusercontent.com/u/1396615/SharkGame/waterfloating.zip
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Post » Mon Apr 29, 2013 1:28 pm

If you're using r127, it's a known problem. It's a beta release and problems are to be expected.
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Post » Mon Apr 29, 2013 2:24 pm

Ah ok. Thanks Asheley. Which version should I roll back to?
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Post » Mon Apr 29, 2013 4:29 pm

r126, the last stable release.
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Post » Wed May 08, 2013 4:27 pm

the project wont open in the previous version though?
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Post » Wed May 08, 2013 4:32 pm

@theames - no, which is why you should always back up regularly, and especially before installing a beta update.
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Post » Wed May 08, 2013 4:43 pm

@Ashley ok no problem

i just set up a simple test in 129, create a sprite, apply physics

handle the touch, apply impulse to the sprite, run in cocoon, no impulse with error

tag touchnstart, result of expression this.body.getlocalcenter [undefined] is not a function
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Post » Wed May 08, 2013 5:17 pm

Physic not work in r129, i made a simple test physic and export to cocoonjs to test a boc2d native, but it's has error and just black screen.
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Post » Wed May 08, 2013 6:53 pm

Yep I have just try the new r129 and the game is crashing on Android and Cocoonjs.
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Post » Mon Jul 29, 2013 9:25 pm

@Ashley

I'm running R139 now, and when I export the project to Cocoonjs 1.4 using the accelerated physics. I hit a black screen and nothing happens. The Memory Log gives me some error about the Box 2d Physics, so I assume it has to be the accelerated physics, because the Standard Web Based physics still work when the file is exported.

Its pretty crucial for our game performance on mobile, as it's obviously the physics that slows our game down. Any Idea how to fix this without having to switch back to the Standard Web Based physics?
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