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Found 48 results

  1. Hello Guys, My Second App Release in Google Play Store. Get Link - https://goo.gl/qdC2yt Please, Review/ Rating This App. Thanks Type: Hybrid App OS: Android, iOS Framework: Cordova, PhoneGap, Crosswalk, Cocoon.
  2. Hi All, I have just released my new game Tap-Jet on Play Store. Tap-Jet is a simple addictive game with easy gameplay. I used Phaser Game Framework with p2 physics engine and wrapped into Android game using Cocoon. Google Play Link: https://play.google.com/store/apps/details?id=com.mussky.tapjet I hope you will like Tap-Jet!
  3. Using Cocoon with Phaser

    I've just made my first builds using Cocoon by Ludei. I've used Phaser/javascript to make the app. I started making some notes to aid me in the future as I don't make many app build builds and I'll have forgotten by the next time I do. I decided to put it here as it may help others. There isn't anything here that isn't available on Cocoon's docs, forums, and a few other places on the web but they are snippets that I wish had been in big red letters when I was working through it. Follow Cocoon's docs. What's written here is essentially the solutions/extra clarity to each sticking point I had. Include this line between the head tags of your index.html. (Code taken from Cocoon's docs) <script src="cordova.js"></script> include this in your body tags. <script type="text/javascript"> document.addEventListener('deviceready', function() console.log("Cordova is initialized and ready!"); }, false); </script> I start my game using the following code in index.html. I tried using the anonymous function as shown in a Phaser Cocoon template but this caused subtle changes to my game. I could not find what the cause was as it seemed utterly unconnected and, although I presume it must be to do with scope, impacted things that were scoped only to a single state. Essentially a Phaser group was no longer updating its children as it was expected to. Be sure to check your game carefully using the developer build as these new bugs can be subtle. I used the following. Uncommenting the first and last lines as in the template still seems to work but introduces those subtle bugs. <script type="text/javascript"> //(function(){ var game = new Phaser.Game(2048, 1536, Phaser.AUTO, 'game'); game.state.add('Boot', BasicGame.Boot); game.state.add('Preloader', BasicGame.Preloader); game.state.add('Game', BasicGame.Game); game.state.add('OtherState', BasicGame.OtherState); game.state.start('Boot'); //})(); </script> Create file structure of js assets src css index.html Zip these files *not* the folder they are in. See zip gotcha below. The bundle id you use in the cocoon builder must not have uppercase letters even though you may have already created a bundleid with apple that you cannot change. Fortunately, if you were stupid enough (me) to have done this a long time ago, it does not seem to matter that they do not match, Apparently Apple, at least, is case insensitive for bundle ids. FOr iOS, if you wish to test the resulting ipa on a device, build it using a development certificate and an adhoc provisioning profile. (Not a development provisioning profile/ensure your devices are added to your dev account before generating the provisioning profile). Just copy the ipa to iTunes and then to the device. Quirks that may be resolved in future updates: The zip file that you create of your project won't work if you use the the native Windows 'send to archive' using winrar results in a zip that does work. The help links accompanying each section are very useful. A minority, however, open in the current window so losing any changes you've made. Best to 'open as new window' just in case. Conclusions I have to say, the service was very good. Aside from the few issues mentioned above it went very smoothly. Uploading a single icon and having the service sort it into the myriad that Apple demands was a bonus time saver. For me, it was a much nicer process than when I used xcode and cordova alone. I've used the free service with a very small app (less than 5mb). I've had to use the webview+ as one section of my app uses the DOM but the performance is still very good. My app has a lot of sprites on screen but they don't update much. Only the zip issue was nearly a showstopper. Whether this is an issue with Microsoft's archiver or Cocoon's reading of the zip I don't know but it was the only problem I found that really needs to be addressed with urgency. The value of Cocoon's service will vary for you, but I'll definitely be considering the paid for version when I'm ready for its extra features.
  4. Build Android (apk) game with phaser

    i am new in phaser and successfully made a game.But the problem i faced is when i compile it with phone gap or intel XDK the the phone button like backbutton doesn't work properly.The whole game exit in one press of back button. I want to use a confirmation massge like "Do you want to exit " like general app does.After conformation the game will exit.How can i do this?...It will be very kind of you and helful if you answer ...Thanks in Advance.
  5. Hey all, Right now, Ludei Cocoonjs doesn't load and parse XML files... Which means that we can't load bitmap font data. I am wondering if anyone else has figured out a workaround to this issue?
  6. Hello Everyone! I'm so glad to present multiplatform game, which is playable through Android smartphones/tablets and Facebook. Technology stack: Apache Cordova, Cocoon, HTML5 Audio, Local Storage, Phaser. Integrations: Sharing, inviting friends, Admob, In-app purchases - for both versions, Android and Facebook. Link to game post: https://doyban.com/cashninja/ Direct link to Google Play: https://play.google.com/store/apps/details?id=com.doyban.cashninja Direct link to Facebook: https://apps.facebook.com/cash-ninja/ Looking for feedback, positive and negative, especially for bugs Ahh, didn't want to spam here with images, screenshots are visible through the first link to game post, HTTPS secure connection. Thanks!
  7. hi, after trying a lot (+/-50) of compilations with cocoon.io and without success...i go to you dear forum i take screenshoot of what i do to see with you if i'm doing something wrong. 01 : i choose guided creation and select Phaser template 02 : choose canvasplus mode 03: let the defaults options 04: my project appears 05: download the source code (source.zip) for ensure that it works i extract this and test and i see the cyber orb demo with the index.html 06:upload the source.zip and update the project with these source 07: select the platform android 08: save my changes 09: compile the dev app (the rockect) 10: download the dev app Install it on my phone..the install goes without bug ( i allow all the permissions) but when i launch the application crash instantanely. with adb logcat i collect this information : 05-12 21:15:14.625 4498 5561 W PGMiddleWare: in handleAction, invoke client = com.huawei.pgmng.middleware.AudioEffectLowPowerImpl@abaff48, action = com.huawei.pgmng.PGAction@3cf199a actionId =10000 pkg =io.cocoon.template.phaser.orb extend1 =1693 extend2 = flag =3 type =1 i test also on other phone and same result. If i take the dev app from the playstore and select the source.zip everything is ok. i have also test selecting all the plugin core, save and compile and same result. On the forum on cocoon.io no response to my questions.... in the past i success to compile a dev app and use it for test my applications but now I can not get anything. Help from you would be more than welcome if i miss something to say ask me... Thanks....
  8. Crash Pixijs in Cocoon

    Crash and close Cocoon app, when use PIXI TEXT witn WebGL Render, for Pixi version 4.3 or superior.
  9. Phaser app with Cocoon.io

    Hi, I have created a game in Phaser and it runs file on my local machine via XAMPP. I have reshuffled my files to align to the Cocoon structure as per their example (basically just used the default Cocoon template, switched out a few files and editor the config.xml file with my own params), successfully compiled the app via Cocoon.io cloud service and created the .ipa file which I have put onto my device (the iPad mini). However, when I run the file I get a black screen. I downloaded and installed the developer app on my iPad and dropped my zipped game into it. Then I ran the game via canvas+ and got these errors - the first when I run the app, the ones in red when I look at the debug. Any ideas what is going on? Completely at loss on this one. Max.
  10. Help with Cocoon.io Admob

    I have been able to successfully build and run my game on mobile using cocoon.io but now I want to put in some ads. Unfortunately, I've been unable to get that working on my own. within the boot state I have the following code boot.init = function () { ... this.game.device.whenReady(function(){ if(this.game.device.cordova) { if(typeof Cocoon.Ad.AdMob !== 'undefined' && Cocoon.Ad.AdMob) { this.setupAdmob(); } } }) }; boot.setupAdmob = function() { var admobSettings = {}; admobSettings = { interstitial: 'my-admob-id' }; Cocoon.Ad.AdMob.prepareInterstitial({ adId: admobSettings.interstitial, autoShow: false, isTesting: true }); } then within the game state, I have the following game.gameOver = function () { Cocoon.Ad.AdMob.showInterstitial(); this.ball.body.velocity.setTo(0, 0); this.introText.text = 'Game Over!'; this.introText.visible = true; this.time.events.add(Phaser.Timer.SECOND * 4, function() { this.state.start('game'); }, this); }; I also have cordova.js included in my index.html, I think that is all I should need. The game state order goes from menu > boot > preloader > game. It is displaying the menu but won't go anywhere beyond that. I'm not sure if it is the menu itself that is frozen or if it is hanging up in boot or preload before getting to the game state. Because this is on my phone I don't see any debug errors or anything. It is just frozen. Can anyone see what I am doing wrong?
  11. Cocoon - Vertically center game

    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!
  12. Cocoon IAPs on iOS

    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
  13. I WANT AN ELEPHANT: Fallin (free)

    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/
  14. 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
  15. 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?
  16. 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
  17. Font trouble in Cocoon Canvas+

    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?
  18. Gravity Swipe (Android)

    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:
  19. Word Crash

    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
  20. cocoon blank white screen

    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
  21. Arrow Way

    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.
  22. Phaser Mobile Unstable FPS

    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.
  23. 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?
  24. 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() {} // ...