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Found 119 results

  1. Woodcutter Chuck Arcade, Timberman clone (parody) Construct 2 + CocoonJS Fill yourself as a cool timberman! Let fill yourself as a Chuck. Show us what can you do. Or you haven’t got an ax. Use your hands and legs! Chop the wood as quick as possible! Store up the biggest stack don’t let to enemy branches to flag the spirits! Google play
  2. Descensus is a simple 2D physics game which I've described as somewhere between a marble roll, tennis, and Tetris. Teris in the sense that gravity increases over time and you have to guide your object as it falls. It's built with my P2Pixi JavaScript framework: which is itself built around the excellent libraries p2.js (for physics) and PIXI (for WebGL rendering). It's packaged for Android using CocoonJS, which I have found to be by far the best of its bunch. I hope to also release it for iOS. It also works perfectly as an online game (though using a mouse rather than touch isn't as fun), although I haven't made it available online yet and I'm undecided if I will. Enjoy!
  3. Hi all, in the CocoonJS launcher I get 30 frames per second, but I read on the forum here that CocoonJS should give 60fps (see here or here). I launch my test app in the CocoonJS launcher with a URL and Canvas+. Am I doing something wrong here or is a difference between the launcher and the cloud compiler? I've been looking at CocoonJS lately and I made a test app. It's a bare minimum test just to check out how the CocoonJS launcher works and what the performance is. See my test script here, you can tap the bottom bar to add/remove sprites: My frames per second testing, for 1-200-500 balls (mobile device is HTC Desire X, Android 4.1.1) desktop chrome: (1)60fps - (200)60fps - (500)60fps mobile chrome: (1)39fps - (200)31fps - (500)19fps mobile default browser: (1)40fps - (200)19fps - (500)11fps Cocoonjs launcher: (1)30fps - (200)28fps - (500)25fps
  4. Hello! I've made (and just published) my second HTML5 game for Android using CocoonJS to compile it. I hope you like it and i'll be waiting your feedbacks. Links: Download from GooglePlayPlay it online Description: Move the Rhythm Square to check-in the checkpoints. Your precision will be crucial to win points, bonuses and items.Pass through the different zones that change the gameplay, collect and use the items to gain special bonuses and effects. *Features*Rankings online: Compete with the rest of the world for the top spot.17 achievements to unlock.Five different items: Speed reduction, Bonus, Rhythm boost, Rhythm freezer and massive checkpoints.Four different zones: Normal, Inverted, Ice, ObstaclesThree levels to unlock.Retro graphics.Challenging gameplay.Endless game. Screenshots:
  5. I´m trying to insert leaderboards in my Phaser game, using cocoonjs Social Extensions. I'm using this code to login and get the leaderboar: var gp = CocoonJS.Social.GooglePlayGames;socialService = gp.getSocialInterface();socialService.setTemplates("templates/leaderboards.html", "templates/achievements.html");socialService.onLoginStatusChanged.addEventListener(function(loggedIn, error){ if (loggedIn) { socialService.showLeaderboard({leaderboardID:"123456789"}, function(error){ if (error) console.error("showLeaderbord error: " + error.message); }); }});In the Custom Cocoon Launcher tester, it logs in correctly but it doesn't show the leaderboard, already configured in google games services. Has anyone applied the cocoon social extensions to google play leaderboards that could help?
  6. Hi there, I have my game working perfectly on web, everything goes perfectly good... but I´m trying to try it as an app using CocoonJS and all I have is a black screen and the fps counter. I have a .html and two folders, one with the .js files and another one with all the assets. I tried with all the .js files in the root of the zip but I have the same result. Can anyone tell me how to pack a proper zip for use with Cocoon?
  7. Hello I have been trying everything to put ads in my pandajs game but I am struggling to do so. The cocoonjs website is not clear on what code exactly I need to put into my game. I just want banner ads on the bottom of the screen Could someone please help me! thanks
  8. Hey guys! I just want to find out if anyone knows why this is happening to my CocoonJS game. I had my physics game running at 60+ FPS no problems on my samsung S3 (720x1280). However once I added a single image (58x62) it dropped the FPS to 42~43. The image is attached to a static box2D obj. Could the screen resolution be too big? I ask because I have made and iPad game with loads of images and no problems on cocoonJS. For now I have made the resolution smaller and planning to scale up however I wanted to see if I could a better reason to why this happens with a single image. Thanks all!
  9. Hey! Here is Rollik, a game i've made for Android with CocoonJS. It's a simple concept, and for no reason i can't stop playing... My brother is actually the higher score with 24, tell me what's yours. Google Play Instructions - Tap and hold to keep engine activated. - Fuel remaining is represented with the colored ball inside Rollik. The smaller it is, the less fuel Rollik has. - Completely land on a platform to start refueling (the colored ball will become green). - While refueling, you can't take off until you leave the platform (the colored ball will become red if you try). Keep pressing with your finger and it will automatically take off when leaving the platform. That's all. Have fun!!
  10. We have adapted our html5 game Key & Shield for mobile and created the Android version using CocoonJS. We have published a stable release and the result is very good, i like the Android version even more than the Keyboard only one. Try it out, it's for Android 4.0+. Play Store It's free and without ads, of course. Enjoy it!
  11. Hi All, I'm fairly new to Phaser, and I really like it, also it's great to see this community keeps growing...! I'm working with Phaser 2.0.5 and CocoonJS 2.0.1 for mobile compiling. While studying Phaser I followed "Making your first Phaser game" and wanted to port it to mobile and to add a jump option. So, I've added 2 buttons for going left and right instead of the keyboard and another button for jump: So, I added to the preload function: game.load.image('arrow_left', 'assets/arrow_left.png');game.load.image('arrow_right', 'assets/arrow_right.png');game.load.image('arrow_jump', 'assets/arrow_up.png');Added to the create function: goleft = game.add.button(10, - 65,'arrow_left');goleft.inputEnabled = true;goright = game.add.button(80, - 65,'arrow_right');goright.inputEnabled = true;jump = game.add.button(700, - 65,'arrow_jump');jump.inputEnabled = true;And, changed the IF statements to work with touch for each move (left, right and jump)if (cursors.left.isDown || goleft.input.pointerDown( if (cursors.right.isDown || goright.input.pointerDown( ((cursors.up.isDown || jump.input.pointerDown( && player.body.touching.down)(here's the full code part9.html ) Everything works well with the touch but it doesn't feel smooth, the player can do only one action each time, for example: if the player wants to jump right he needs to release the "right" button, press "jump" and then press again on the "right".How can I make all of the player moves work together? btw, with the keyboard it's working perfect. Thanks..!
  12. Hello, yes I'm new here I hope, even though this has as much to do with CocoonJS than with Phaser, that the question is still welcome and that somewhat have been in the same situation. I am a few weeks into a project and decided to test it on my Android Device (Samsung Galaxy S3 - mini). To my surprise the game only ran at about 3 FPS. It is a somewhat graphic-intensive game, but still. After fiddling around in the settings for a while I tried to disable WebGL and rely on pure canvas/software rendering. This made the FPS jump to about 25, which is somewhat acceptable, but from the tests I've heard, if the game can run in 25 FPS in canvas-mode, it should be able to run at about the double in WebGL-mode, so there is clearly something wrong. When running in WebGL-mode, in addition the terrible FPS, there seems to be some graphical artefacts as well. I have worked in OpenGL before, and know that even a single error can destroy performance for the entire game, so it points toward some error in the OpenGL-ES. Problem is that the debugger in CocoonJS doesn't report any Errors, and the few Warnings has nothing to do with graphics, only inputs. Is there some known bug with Phaser or Pixi.js, because my next step would be to to disable parts of my game to see if that is what causes the problem, which is going to be a very tedious process. The features that I am using that might be a cause of problem: - Crop() there were something about it in this thread, but it seems outdated, i might be wrong though - 2048x2048 texture-size (All modern devices should support this) - Tint() though very sparingly - I am using Phaser 2.0.4 - I am using CocoonJS Launch App 2.0.1 for Android I really hope someone can help out with a solution or a way to help the debug-process of this problem.
  13. Hi Guys, I am very much new to Phaser, CocoonJS and this forum. I am trying to render my sample app to CocoonJS launcher using canvas+. I am using Phaser v2.0.5 and latest CocoonJS Launcher v2+. What I want to do is to center an image (1024 x 768) on a Nexus 7 tablet. As this is a requirement on a project I am working with. Using webview+ and webview, the image is rendered perfectly fine. But having problems with canvas+. I did try to research on this forum but I can not find the answer. Below is my code. <!doctype html><html lang="en"><head> <title>Center Image</title> <script type="text/javascript" src="phaser.js"></script> <style> body { margin: 0; } canvas { display : block; margin : auto; } </style></head><body> <script> var game = new Phaser.Game(1024, 768, Phaser.CANVAS, 'phaserLayer', { preload: preload, create: create }); function preload() { game.load.image('testImage', 'test.jpg'); } function create() { //game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.pageAlignHorizontally = true; game.scale.pageAlignVeritcally = true; game.scale.refresh(); game.add.sprite(0, 0, 'testImage'); } </script> <div id="phaserLayer"> </div></body></html>Regards,
  14. Hi guys, Today I'm trying to get my game running in CocoonJS, the game does work perfectly in a normal desktop and mobile browsers, but I'm getting some errors in CocoonJS. The error says: Javascript Exception (Tag: 'load'): Error: Phaser.Loader. Invalid XML given at e.Loader.xmlLoadComplete(js/min/phaser.min.js:12:9823) at XMLHttpRequest.i.xmlURL._xhr.onload (js/min/phaser.min.js:12:7414) It's my first time using CocoonJS so I have no idea where the error is coming from, but it is coming from Phaser.js itself. Any ideas?
  15. Hi, I was wondering if you have some link to apps which have been published on the app store android / iOs or both. And if you know with which method ( Cocoonjs, phonegap, etc..) Thanks.
  16. Actually, this topic not about Phaser. Just want to now how to exit form my cocoonjs app. I tried to close app via function exit() {, '_self').close();}But it doesn't work. Any ideas?
  17. Hey i was wondering if anyone else has had a similar issue with battery drain with there app/game? (my game is here christoffee squares ) When compiled to an android app using ludei it just drains the battery. Are the any techniques or code improvements i can use to solve this issue? (the playstore christoffee squares )
  18. Hello guys, I am totally new bee to HTML5 development, but have some experience in Web Dev with Node.js. Now, I am trying to build a game that receives data from other API and use it in game. So, I built node.js server to receive data from API using MongoDB. For better performance, I want to use cocoonjs and here is the issue. Because of their parse documentation, it's hard for me to understand how to prep for files to compile using cocoonjs complier. What they says in their documentation to upload to cloud, you need to create one js file(preferably), and zip and upload it. But I have no idea how to prepare for this. My server structure is like this : -Package.json -app.js -settings.json(for clientID and secret for API communication) -------node module -------routes(all js file) -------views(all jade file) and all my game was built on top of one of the views file to interact with data. Here is the link that will show the structure clearly. I am using one of the library called "shakes" If any of you have an experience building a HTML5 game with Node.js as backend side and compile with cocoonjs, could you please explain how to prep all files to upload to cloud? Best,
  19. Hello! After I tried to compile my own game on cocoon and it did not work I wanted to test this with the simple tutorial (with dude). Unfortunately, this does not work - although I get the splash screen of Ludei but then a black screen. Do I have something in mind? The source code I gained from the current Phaser-repro. The project I have uploaded here. I have also tried both Cocoon versions (2.0 and 1.4). The tutorial and my own game use Phaser 2.0.2. Thank you for the help!
  20. Intro This is not my first Javascript game, but it's the first published on Google Play. It's done using my own Javascript game framework (not released yet) and compiled using CocoonJS. You can read a little bit more about me here Game Description It's and endless game where you have to tap on the pipes to move them and let Klobs pass through. There are three types of pipes: Red, yellow and green. The color indicates the movement speed of the pipe, so you have to take it into account to anticipate your movements depending on the color of the pipe. Google Play link Game Screenshots
  21. As you might have seen a few days ago, I've been trying to work out what is needed to get Phaser working as best as possible on an Ouya using CocoonJS. It has been a very frustrating road and, while I have had some successes, I've also finally hit a point where I really want some other people's opinions on where to go next. First, though, some solutions. So, as it turns out, I was only partially right in the additional property to test for in my change to the "pollStatus" code for gamepad input. It actually needs to test for the property and call the function too. Here is the code for that. var rawGamepads = (navigator.webkitGetGamepads && navigator.webkitGetGamepads()) || navigator.webkitGamepads || (navigator.getGamepads && navigator.getGamepads());(This has the added benefit of working in Firefox Aurora too now, but more on that a little later in this post.) Through my testing, I was at first surprised and then highly annoyed to learn that the 'index' property of gamepads in CocoonJS is unreliable. While the specification states indices start at zero, it doesn't include how counting should happen between gamepads being connected, disconnected, or reconnected. The result of this is inconsistency is that, in CocoonJS anyway, you might get "0, 1, 2" for the first three controller indices, or you might get "0, 5, 8" sometimes. (It also doesn't help that the CocoonJS Custom Loader remembers the last index as long as it is running. I was up to an index of 25 at one point yesterday.) To combat this issue, and hopefully not break the existing Phaser code for other systems, I have the following patch for "ongamepadconnect." this._ongamepadconnected = function(event) { var newPad = event.gamepad; _this._rawPads.push(newPad); for (var i in _this._gamepads) { if (!_this._gamepads[i].connected) { _this._gamepads[i].connect(newPad); break; } } };Instead of trusting the index of the gamepad, it looks for the first open slot within the four gamepads (as of 1.1.5 in Phaser) and 'connects' it. If all are connected, "_gamepads" is not updated. And here is the patch for "ongamepaddisconnected" too. this._ongamepaddisconnected = function(event) { var removedPad = event.gamepad; var removedPadIndex = 0; for (var i in _this._rawPads) { if (_this._rawPads[i].index === removedPad.index) { _this._rawPads.splice(i,1); removedPadIndex = i; } } _this._gamepads[removedPadIndex].disconnect(); };This time, instead of removing according to the "removePad.index" (as was previously the case), it finds the index of the pad to remove from "_rawPads" and uses that. Because I wanted to test the above code on another system, I turned to running in Aurora (since I knew it supported the two events). This became a very Good News / Bad News situation. Good News: Aurora passes the same "(navigator.getGamepads && navigator.getGamepads())" test CocoonJS does. No changes there. And there is now a new 'connected' property per gamepad built in too. Bad News: Gamepads no longer have a 'timestamp' property and buttons are now "GamepadButton" objects. The former is a fairly easy fix. Test if the index of the button array is an object and then look for its 'value' (float) or 'pressed' (boolean) property. The later is more complicated, and a problem I've recently learned CocoonJS suffers from too. (After the Aurora testing, I used the same code on my Ouya in CocoonJS. It has a 'timestamp' per gamepad, it turns out, but it remained a '0' during all of my testing. Not helpful. At all.) All of this explanation and code now brings me to some questions: Should the Phaser code be re-written to match these two systems? And if so, what is the best way to go about it?It should be possible to use "" to record our own timestamps. And I think this could even happen as part of "pollStatus" function somehow. But I really want some second, third, and maybe even fourth opinions about how to go about it, or if it should even be done in the first place. After all, the Aurora and CocoonJS timestamp issues might work themselves out in their next versions. Or they may not. I don't know if it is worth waiting several weeks at a minimum to find out. Is there anyone out there willing to either work with me or independently collaborate on this Phaser + CocoonJS debugging?I'm making progress in fits and starts. And I know other people are waiting for the go-ahead to start using Phaser in CocoonJS without problems. I figure there has to be at least one other developer willing to just check over that "Yes, this works for me too" or "Nope, I don't see that here" on these various changes. While I was thrilled @rich was willing to adopt my earlier changes, it has made me more skittish the deeper I go and the more little bits of code I change to get Phaser working in CocoonJS as smoothy as possible.
  22. I've published my first game in the Android market (Google Play) some days ago. It's done in Javascript and compiled with CocoonJS. Google Play URL: I'll be waiting for your feeback !
  23. I simply want to know which one is faster and how and for what.. i suppose cocoonjs is way better for gaming than appgyver and appgyver is good for native ui and where they may be needed like in most normal apps.
  24. Hello! Sorry to bother again with my questions. I'm trying to apply an video before the game starts, and a video after the game ends. But when the preload function creates them, they're already displayed and the game starts at the same time. The game should start only after the first video ends. And I've been having another problem that you guys already solved but I couldn't find the answer: How do I put Phaser on CocoonJS? I've been beaten a lot of times by it, so if anyone can help I would appreciate! The app CocoonJS generates never starts, there's only a black screen always. Not even their logo appears. Thanks for your patience!
  25. Hi everyone! I'm in the final phase from my game, fixing bugs to work like a charm on mobile, but i'm having a lot of problems with cocoonjs. A co-worker told me that Cocoonjs doesn't support PHP. I was working with an intermediate PHP file to call to an external URL (From a service) that returns information, but it only returns the file content itself. Now i'm trying to retrieve information from the service but i'm having cross-domain issues. Someone actually has achieved this? Any information would be appreciated. Regards.