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Found 43 results

  1. 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!
  2. 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 = [email protected], action = [email protected] 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....
  3. Crash and close Cocoon app, when use PIXI TEXT witn WebGL Render, for Pixi version 4.3 or superior.
  4. 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.
  5. 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?
  6. 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!
  7. 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
  8. 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/
  9. 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
  10. 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?
  11. 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
  12. 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?
  13. 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:
  14. 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
  15. 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
  16. 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.
  17. 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.
  18. 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?
  19. 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() {} // ...
  20. 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.
  21. 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?
  22. 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.
  23. 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/
  24. 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
  25. 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.