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Found 38 results

  1. Hello guys, I'm struggling to vertically center my Phaser game inside Cocoon IO wrapper. In the browser it's all centered both horizontally and vertically but when I load it into Cocoon the game is aligned top. My setup: - html & body tags' height property is set to 100% - I don't have a div containing the canvas element, I let Phaser handle the creation of the canvas. - In the Boot state I use: this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.scale.pageAlignHorizontally = true; this.scale.pageAlignVertically = true; this.scale.refresh(); For some reason, though my screen is 1920 x 1080, and the canvas been displayed like this: <canvas width="480" height="800" style="display: block; touch-action: none; user-select: none; -webkit-tap-highlight-color: rgba(0, 0, 0, 0); width: 1080px; height: 1800px; cursor: inherit; margin-left: 0px; margin-top: 60px; margin-bottom: -60px;"></canvas> I end up in Cocoon with the game align to the top of the screen and the 120 extra pixels in the bottom and not distributed equally on the top and bottom of the game. Any advice on this? Thanks!
  2. Hi, Has anyone had success implementing IAPs for iOS using Cocoon? I'm currently using the atomic plugin for IAP from https://github.com/ludei/atomic-plugins-inapps. The API seems to work as it should, but I always get "invalid products" when requesting products from my iOS app. The products are correctly set up in my iTunes Connect account, and in the "Ready to Submit" phase. I’ve also created a TestFlight build but the plugin still gets the “Invalid Products” response. I've posted on both Cocoon's forums -https://forums.cocoon.io/t/trouble-getting-iaps-to-work-on-ios/4936 - and the issues section of the plugin github page - https://github.com/ludei/atomic-plugins-inapps/issues/11 - and am waiting to hear back. Our game is in Phaser so I thought I'd reach out to the html5 dev community to see if anyone has run into similar problems. Any insight would be greatly appreciated! Thanks, Galen
  3. Hi, we have recently released Fallin for Android and iPhone/iPad. Please have a look, we are happy about any feedback Fallin for iPhone and iPad: App Store Fallin for Android devices: Play Store You can also follow us at: FACEBOOK TWITTER or visit our website: http://www.iwantanelephant.com/
  4. Christmas is coming Our new game is released since yesterday We wish you a merry christmas and a happy new year! See you in 2017! Assist Santa in delivering gifts to all the children in this challenging race. Only a few days left until Christmas eve. Santa is a little late in delivering all the gifts. Help him collect and deliver the gifts directly to the waiting children and to create a bright smile on their faces. Being Santa is not easy. You will need some practice to get it right. Apple: http://apple.co/2hZYJYh Android: http://bit.ly/2hYqQak Features: Hard to master Challenging to play Unique gameplay Share your highscore Endless game mode How to play: Invisible elves continuously place gifts on your playing field Click to add them to Santa's sleigh Click on Santa to drop a gift and drag it in the direction of a chimney Keep the collected and the successfully delivered gifts in perfect balance
  5. Hello, I'm trying to call the keyboard on click (InputDown) event. Everything works fine in Android, but on iOS the keyboard doesn't show. I'm running the app through Cocoon Developer App using .zip file openKeyboard: function() { Cocoon.Dialog.showKeyboard({ type: Cocoon.Dialog.keyboardType.TEXT, }, { insertText: function(inserted) { console.log(inserted); }, deleteBackward: function() { console.log("deleteBackward"); }, done: function() { console.log("user clicked done key"); }, cancel: function() { console.log("user dismissed keyboard"); } }); } showKeyboard function is called because I've checked that using console logs, but actual keyboard is not appearing... Anyone encountered simillar problems? Or maybe you can recommend some other option to display keyboard in native app?
  6. After years of focusing on my full time job, I was finally able to complete my first game with an ex-colleague designer / friend of mine. The game is called Mr Okada and it is based in Lagos, Nigeria where I grew up for the first 20 years of my life. The game was created with phaser and packaged with cocoon. It is basically a simple swipe up and down game to pick up items/passengers and avoid other vehicles, with a bit of a background story of the main character. http://www.bisonplay.com/media
  7. I'm trying to build a native app with cocoon and canvas+ and have some trouble with the fonts. Everything works fine when running the game in a normal browser or in cocoon webview+. But in canvas+ mode, all text renders really small and pixelated. The code for the text: this.scoreText = this.game.add.text(pos.x, pos.y, "0", { font: "18px Arial", fontWeight: 'bold', fill: "#FFFFFF" }); this.scoreText.anchor.setTo(0.5, 0); I don't reference a .ttf or anything. Do I explicitly need to include an Arial font for it to work in canvas+ mode?
  8. Hi All, I have released my new game Gravity Swipe. Here: Gravity Swipe Gameplay is simple, swipe to change gravity direction to move the ball and collect green feeds and avoid from red stars. I am waiting for your reviews. Thanks. Screenshots:
  9. Word Crash is a fast-paced, physics-based word game for iOS and Android. It's kind of like tetris with letters. It's made in Phaser and packaged in cocoon.io as a native app. You can try it for free here: http://onelink.to/tw23cx
  10. Hi Quick question - I am in the process of creating my first game / app (http://www.html5gamer.mobi/PIXI/TEMPLATE1/index.html) with PIXI and when I run it in windows and browers everything is fine, when I use phonegap and build it I can run it on my samsung note3 (Android version 5), but not my galaxy tabs (tab10.1 ( Android version 4.0.4) and tab 3 (Android version 4.4.2 ), I just get a white screen. (I havent tried an Apple device as I dont have a developer account to test it) When I use cocoon I get a white screen on all 3 devices, I have tried : PIXI.autoDetectRenderer PIXI.webGLRenderer PIXI.CanvasRenderer but no joy - has anyone else experienced this problem thanks in advance Eric
  11. Hey All, Here is my new game Arrow Way. I made it using Phaser and Cocoon.io. You need to follow the arrows that come from up to down forever to get the highest score. I am waiting your reviews about the game. Google Play Link: https://play.google.com/store/apps/details?id=com.mussky.arrowway Cheers.
  12. Hi All, I have developed an android game using Phaser and Cocoonjs. Here it is: https://play.google.com/store/apps/details?id=com.muss52.rockingandjumping I used simple ARCADE physics and there are no big assets. But there is a performance problem. I have tried my game on many android devices. All of my tries have same performance problem that is FPS dropping randomly. Also the problem occurs when I run the game on Chrome web browser. I tried 'render' to see FPS like below: render: function() { game.time.advancedTiming = true; game.debug.text(game.time.fps, 15, 25, "#00ff00"); } It says that the FPS is 60 always. But sometimes the game is choppy and sometimes the game runs smoothly. I googled it for days but I could not find any valuable solution for it. Can anyone help me to solve the problem? Regards.
  13. Hi guys, In the last days I've been trying to compile my first game, using the cocoon cloud compiler. It's not been easy an easy task, filled with loads of trials and errors. I feel there's a huge lack of (good) documentation on the cocoon side. Either way, I finally manage to do it. However, my canvas settings (which are: game = new Phaser.Game("100%", "100%", Phaser.AUTO, 'game', null, true);) result in a white gap below the canvas element, which I think is the same as the android toolbar before it hides. Any idea on how to fix this issue?
  14. Hello, I learned I have to run the Canvas+ code on deviceready for Cocoon. I'm not sure how to change my source around to get it right. Here's how my file is formatted right now. Somehow I need all the variables scoped into the deviceready event, so I can use the plugins during the game. Thank you. var cocoon_active = typeof(Cocoon) === 'object' var one, two, three; // ... document.addEventListener("deviceready", onDeviceReady, false); function onDeviceReady() { if (cocoon_active) { // ... } // FIXME CANVAS+ CODE RUNS HERE } window.onload = function() { game = new Phaser.Game(game_width, game_height, Phaser.AUTO, ''); game.state.add("play_game", play); game.state.start("play_game"); } var play = function(game){} play.prototype = { preload: function() {}, create: function() {}, update: function() {}, render: function() {} } // end prototype function a() {} function b() {} function c() {} // ...
  15. Hey guys, i've recently gotten my game to display near full screen using Phaser Show_All in Cocoon.io and it works well enough. The only issue is that Show_All in Phaser uses a kind of letterbox scaling that isn't supported by Cocoon and I need to center my game. Apparently you can use Scale inner/outer to do this. Anyone know how to set this up in the config or html file for Phaser? Or just in general. I may be able to adapt some code from a different framework to work for Phaser. Thanks.
  16. I'm working on a game, and I want to allow device orientation change, but only for the HUD (heads up display). Can this be done?
  17. Hey guys, new html5 developer here. I've been working on my first game with Phaser and all has been great until running into a wall called Cocoon Canvas+. The issue i've been having is getting my game to run in fullscreen through Cocoon.io. I've tested my game using intel XDK and with that service my game scales into fullscreen no problems, but the fps is slow and I need better performance. So i'm trying to get Cocoon canvas+ to work and so far all i get is a small version of my game in the top left corner of the device displayed. There must be something i'm missing in the project setup to enable Cocoon fullscreen to work properly. Has anyone been successful with Cocoon canvas+ fullscreen games and would care to help me out? Thanks I believe the issue lies in my html file. Also I am not sure if I have enabled Cordova properly for Cocoon, or if I even have to enable Cordova.
  18. I started teaching myself javascript properly about this time last year and finished my first Phaser game last week, this is my first real javascript project too. The aim of the game is to protect the blue square, by tapping on the red squares before they hit it, pretty simple yeah? Pretty addictive too! You earn in game credits by completing missions and then you can use said credits to buy power ups to make the game easier. I got to mission 16 before i had to buy a power up, if you grab a copy let me know how you get on. It's available for free on android from either the google play store or amazon app store if you want to give it a go but I haven't had a chance to test it on a lot of devices yet so there may still be issues. https://play.google.com/store/apps/details?id=com.davegmae.survive http://www.amazon.co.uk/dvaegmae-Survive/dp/B01DWV6QAG/
  19. Hello guys! So I have a game which is using phaser.CANVAS and what I'm trying to do is the following: When a button is clicked on a particular state, a certain region of the canvas is captured and then displayed it on the canvas at a given location. I've been able to capture the entire canvas using toDataURL() but how do I work with this imageURI? Difficulties: - Cropping the image - Displaying the image without preloading (the image has just been captured) - Saving the image for future use Any input is appreciated. -Kapi
  20. Hi there guys, usually I make my games using Phaser and on top of that I have an html layer with a form to save the leaderboards. That´s pretty easy to use and as I use always the same, super fast Anyway, now that I´m targeting mobile games, I´m using cocoon.io and everything is fine when I don´t need too much CPU power, then I have to use cocoon´s Canvas+ and then I´m not allowed to use my loved html form, so my question is this one, how do you handle input text in a canvas? I would like to do it properly to be able to use Canvas+ in some cases but I tried a couple of things and I´m not really happy with them... do you guys have some experience/tip/advice about this? Thanks.
  21. Hi there, so I have my game uploaded in the App Store (beta testing with testflight at the moment). I have uploaded like 8-9 compilations as I´m developing the game and everything worked fine (almost, uploading a game for iOS is always a pain in the ass) but since yesterday, everytime I try to upload a new compilation I´m receiving this error from Xcode: Unable to validate you application. The application you have selected does not exist. Well, if I go to the website I can see that my app exists, so something weird is hapenning here... probably with the bundle name or something like that, I don´t know. I guess it´s irrelevant, but I´m making the game with Phaser and compiling it with cocoon.io and then, uploading with Xcode, the normal way to do that... but Apple is Apple and I´m receiving that error. Anyway, what I did is to open de .xarchive with Xcode, export it and upload the .ipa with the Image Loader, everything went perfectly this way (uh oh, so my app exists, Apple...) But I wanted to know if someone is having the same problem or if someone knows why this is hapenning and how to fix it. Cheers.
  22. I've developed an HTML5 game using cocoonjs. I followed various guides online to get the thing SSL'd(?) and zipaligned (?) and was finally able to get the APK supplied by cocoon in a format that the play store would accept. I have received an email from the play store advising me of a 60 day deadline to resolve SSL issues with the app (pasted below). Does anyone know of any online resource (or would care to share their advice) that can hold my hand through resolving this (preferably the whole process from cocoon APK to play store ready APK) issue. Getting it to a play store ready format took a couple of hours and if I'm honest, I have no idea how I got there Thanks, BattyMilk Email from the play store We wanted to let you know that your app(s) listed below statically link against a version of OpenSSL that has multiple security vulnerabilities for users. Please migrate your app(s) to an updated version of OpenSSL within 60 days of this notification. Beginning 7/7/15, Google Play will block publishing of any new apps and updates that use older, unsupported versions of OpenSSL (see below for details). REASON FOR WARNING: Violation of the dangerous products provision of the Content Policy and section 4.4 of the Developer Distribution Agreement. The vulnerabilities were fixed in OpenSSL versions beginning with 1.0.1h, 1.0.0m, and 0.9.8za. To confirm your OpenSSL version, you can do a grep via: $ unzip -p YourApp.apk | strings | grep "OpenSSL" For more information about the vulnerability, please see this OpenSSL Security Advisory. To confirm that you’ve upgraded correctly, upload the updated version of the app(s) to the Developer Console and check back after five hours. For other technical questions about managing OpenSSL, please seehttps://groups.google.com/forum/#!forum/mailing.openssl.users. In 60 days, we will not accept app updates containing the vulnerabilities. In addition, we will reject new apps containing the vulnerabilities. Note: while the issues may not affect every app that uses OpenSSL versions prior to 1.0.1h, 1.0.0m, or 0.9.8za, developers should stay up to date on all security patches. Even if you think that specific issues may not be relevant, it's good practice to update any libraries in your app that have known issues. Please take this time to update apps that have out-of-date dependent libraries or other vulnerabilities. Before publishing applications, please ensure your apps’ compliance with the Developer Distribution Agreement and Content Policy. If you feel we have sent this warning in error, visit this Google Play Help Center article. Regards, Google Play Team
  23. Hi, I've a mobile game developed using phaser, P2 and CocoonJS Canvas+, but on an iphone4s, the framerate is around 20fps, no problem with iphone 5 and higher or any GalaxyS (from 40 to 70). I have more or less sixties sprites with physic. So my question is, would Box2d help me make it more performant ? Thanks
  24. Hello everybody, I transfered my project in PIXIv3 and when I lauch it in cocoonjs, I saw the fps very poor. I didn't understand the why of the how until I realize that cocoon was in canvas mode. So, if I do (in cocoonjs): var renderer = new PIXI.autoDetectRenderer(canvas.width, canvas.height); renderer returns canvas. Canvas works, but the FPS is not the best. else, if I do: var renderer = new PIXI.WebGLRenderer(canvas.width, canvas.height)renderer return webgl. OK, the FPS is max, BUT, cocoonjs don't display sprites. It display graphics, background color, but no sprite. It's annoying because v2 (v 2.7 i believe my last version) worked perfectly: autoDetect returned webgl, FPS max and sprites were displayed. It is normal, it isn't? I stress google since long hours and i don't have any key about this (stencil?, I don't know what is, and I don't understand why v2 worked and why v3 not). I stess me too, because I don't know how many tests I did in my device but the result is the same, with cocoonjs, PIXI the third (3.0.6) is not a webgl warmachine.
  25. Hi there, weird thing at least for me... I´m testing my game in my Cocoon js Laucher and this.game.device.cocoonJS is giving me false, also, this.game.device.cocoonJSApp is giving me false too. I tried 4 different alerts and just the last one, running if firefox is giving me the right result, does anyone know why is this hapenning? I´m pretty sure I´m running this in cocoon (Phaser 2.3.0 and cocoonjs launcher 2.1.1) alert(this.game.device.cocoonJS) //false in CocoonJS Launcheralert(this.game.device.cocoonJSApp) //false in CocoonJS Launcheralert(this.game.device.cordova)alert(this.game.device.firefox) //true in Firefox (as expected)