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Found 119 results

  1. Hello everyone. Recently I uploaded my game on the web using cocoonJS. I got the email momentarily and (I do not know if I was suppose to do this or not) I tried to click the link using my phone's email client. The link lead to a blank page. I was using an iphone at the time for testing purposes. I don't know if my file structure inside the ZIP was organized in a way to work or not, because the game runs fine on a desktop. Can anyone tell me how they prepared their ZIP file for cocoonJS and how your file structure looks like? Also was it wrong to open the link within the phone? Thank you all in advance.
  2. Hi! I'm currently porting my game to mobile devices with CocoonJS. After days with a lot of headaches trying solve the issues, i came with one that i read on the forums that is solved on CocoonJS 1.4.4, but because i'm new with this I don't know what version it's actually being used to compile my project. I'm having this error: Javascript Exception (Line: 7181 Tag: 'requestAnimationFrame'): TypeError: 'undefined' is... Does someone knows this error? How can i fix it? Thanks in advance.
  3. Hello, i wonder if this is the right section to ask: i am doing a game with phaser and wrap it up for android with cocoonjs. Now when i close the game with the home-botton, the game doesn´t change in pause mode.. seems the visibitliychange event doesn´t fire here and this cause the game to crash. When you open up the app again the screen is frozen but you can see that the game logic didn´t paused. Any ideas how i can workaround here? Thanks Sven
  4. Anyone knows other wrapper other than CocoonJS? they have great application but their response is almost non-existent, ranged from 3 weeks to a month. Just want to know if I have a better alternative. Thanks!
  5. I need to execute some AI code, and it takes too long. So I use web workers when executing the game in a browser, and a webview (that executes code in a different context) for CocoonJS. I tested my game in Android, using CocoonJS launcher,, and is working ok, the code is executing in a background thread, and UI is not blocked. But I tested it in iOS (using CocoonJS launcher too) and UI is blocked while IA code is executed.... Do you know why this behavior on iOS?
  6. Currently I'm building my games using Haxe / Openfl because I can target Flash, Android, Blackberry adn HTML5 with just one code base. Unfortunatelly despite the fact that Haxe is a marvelous programming language and that Openfl is a great project, I'm having many problems using Haxe so I'm thinking to develop 2 versions of the game: one of them using Haxe / Openfl just for Flash and another version made in HTML5 (with Phaser). Could you please kindly point me tutorials that teach us how to package HTML5 games as native applications (using Cocoonjs, Phonegap, Electra)? I'd appreciate if one could point me tutorials that show not only the integration itself, but how to call native functions (for instace, calling Flurry libray / AdMob libray on Android). Thank you all.
  7. Hi, we recently released one of our side projects on the iOS App Store. UDDER IN THE DARK is a puzzle game featuring our blind cow Udder. Guided by the player, she has to navigate through a maze, in complete darkness. The game was build with EaselJS and CocoonJS. It features 31 mazes with different game mechanics. We purposely avoided tutorial levels and menu screens to keep the player invested in the world. UDDER IN THE DARK is optimized to run on iPads, but will also run on iPhones up from 4s. You can download the game for free from: All of the graphics were done by Olaf Albers ( If you are into it you can check out concept drawings of the game, on his website. Please let me know what you think of it. Cheers, David
  8. Today I started exporting my game into CocoonJS and soon realized that TweenLite from GreenSock simply doesn't work for some reason. Can someone recommend a good tweening engine that is compatible with Cocoon? Thanks
  9. I've got a question for those who have some experience with porting their JS/HTML5 games to Android today. I'm using CocoonJS. The game is running fine on my Nexus 4. If my Nexus 4 was all I had to care about, I could probably submit it today (or after fixing some last minute bugs). However, that's the only device that I have available to test on and I just know that there will be some sort of compatibility issues with other devices. I don't have access to any other Android phones (I may be able to go to a device lab in Stockholm, but due to scheduling issues I don't know when this will be or if I'll even be able to get in). Have any of you ever released an Android app without physically having access to a bunch of Android phones? Did you find people to help you test online? Is it a matter of getting them to install the Cocoon launcher on their Android phones, getting a CocoonJS account, and running the game through the game URL (and if so, would anyone be willing to help me test it out, even just for the sake of testing basic performance and resolution and sending a screenshot or something)? Do you focus on specific phones and ignore others that aren't as popular? Any advice on releasing to Android without having a pile of Android phones available would be great. Thanks, Liza
  10. Hey, in pixi i can create my canvas and give it to the constructor, but it seems in phaser I can only give the constructor the parent tag. In some situations I need to create my own canvas element (e.g. with cocoonjs it needs to be "screencanvas" How can I force phaser to reuse a canvas I'm creating rather than create its own?
  11. Hi all, after releasing my first CocoonJS port using Pixi called Yummy Plate, I thought I share some experience I made with it. The experience below is based on the following versions: - Pixi.js V1.2&1.3 - CocoonJS version 1.4.4. 1.) Setting Canvas To Fullscreen Mode You have to keep an eye on what renderer you use in PIXI. WebGL or Canvas. CanvasRenderer: Not a problem - simple use e.g."idtkscale:ScaleAspectFill;" to scale up your canvas in CocoonJS environment. WebGLRenderer: Make sure to place all game objects in a display container which is scaled up to window.innerWidth and window.innerHeight. Refer to this thread for more details. I choosed the CanvasRenderer using CocoonJS' screencanvas. This accelerates and optimizes the canvas operations anyway. Performance-wise it worked very well as far as I could test it. 2.) Touch input Current version of CocoonJS seems to have some problems with the way Pixi.js processes the touch events. For Yummy Plate it was not the big deal. However, the guys from Ludei are already working on the problem. Read this thread for more information. 3.) Bitmap Font Loader Yummy Plate uses bitmap fonts. Loading bitmap fonts requires XML parsing. Unfortunately, there is no XML parser available in the current CocoonJS version. What I did, was convertig the XML generated bitmap font file into JSON format and replaces the bitmap font loaded with the json loader. Apart from above's points - converting the project to a native (android) application was really advanced. Thanks to Ludei, I could also test some of their premium features, and so far I really have to say that I like the CocoonJS environment. Feel free to check out Yummy Plate by yourself if you have an android device: A nice rating is always welcome ;-) Best, benny!
  12. Hello everyone, I am new to Phaser, and I am having trouble using it with Ludei's CocoonJS on the iPad. I am using Phaser 1.0.7 (although I had the same problem with 1.0.6 as well). When I use Phaser.CANVAS for rendering, I get the following error from CocoonJS: JavaScript Exception (Line: 1 Tag: 'DOMContentLoaded'): Error: Phaser.Game - cannot create Canvas or WebGL context, aborting.When I use Phaser.WEBGL or Phaser.Auto, the program seems to run OK, but isn't properly scaled (it runs in a small square on the bottom left of the screen). Is anyone successfully using Phaser with Ludei CocoonJS and able to get it to scale correctly (or run in canvas mode). Any help would be greatly appreciated! Thanks, Rex
  13. Hi, I did my first tests with Pixi,js and CocoonJS. Basically, it seems to work. However, I have got the following issue. Example Code: <html> <head> <title></title> <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=0"> <style type="text/css">body { margin: 0px; }</style> <!-- Android fix --> </head> <body> <script src="js/pixi.js"></script> <script type="text/javascript"> window.onload = function() { var canvas = document.createElement(navigator.isCocoonJS ? 'screencanvas' : 'canvas');"idtkscale:ScaleAspectFill;"; canvas.width= 320; canvas.height= 480; document.body.appendChild(canvas); var stage = new PIXI.Stage(0x66FF99); // Does scale //var renderer = new PIXI.CanvasRenderer(320, 480, canvas); // Does not scale var renderer = new PIXI.WebGLRenderer(320, 480, canvas); requestAnimFrame( animate ); var bunny = PIXI.Sprite.fromImage("bunny.png"); bunny.anchor.x = 0.5; bunny.anchor.y = 0.5; bunny.position.x = 160; bunny.position.y = 240; stage.addChild(bunny); function animate() { requestAnimFrame( animate ); bunny.rotation += 0.1; renderer.render(stage); } }; </script> </body></html>Using the CanvasRenderer - CocoonJS scales up correctly. Using the WebGLRenderer - CocoonJS does not scale up at all. Maybe this is a CocoonJS issue - not quite sure. Is there's something I can do with Pixi to solve this? Like modifying the viewport or something like this? Referring to CocoonJS WebGL examples - they are always setting the dimension of the canvas to the windows.innerWidth/innerHeight. Any help appreciated. Best, benny!
  14. Hi all, I released "Kyoto Yokai Attack". It is an exciting shooting game. Try here on Browser: Try here on Android Device: Game description: "Kyoto Yokai Attack" is an exciting shooting game. Mayumaro (our pretty hero) fights against Yokai (the supernatural monsters) who appeared in Kyoto. Anyone can play this game, because its operation is very simple. The hard mode for skilled gamer is also provided. Technical Details: * 100% JavaScript powered by ImpactJS ( * Provide Android native application powered by CocoonJS ( Enjoy!
  15. Ludei is supporting WebGL in their upcoming cocoonjs version. A tech app has been submitted to the Android market place. Read more:
  16. Hi there, I want to present my just released ebook: From Zero to the Appstore - Blueprints for an HTML5 Game The book is a step-by-step guidance to creating and publishing an HTML5 game for mobile devices. The whole process is paired with an example app that is also available for download in the appstores. The frameworks and tools used in the book are: EaselJS, CocoonJS and PhoneGap Build. Why do I post this here? I'll be honest: Primary for marketing purposes - but also I'm looking for reviews & feedback! So if you have a blog I am offering a free copy of the book in exchange for feedback & a review on your blog. Please drop me a note if you're interested. Of course your blog should have SOME traffic and be online a little longer than just 2 weeks, but my requirements are not that high. Get all information about the book(app, samples chapters, ect) at: Thank you all in advance!
  17. Web 3D Game Developers Gain Access to the Apple and Android Markets for First Time; Technology Demos This Week at GDC SAN FRANCISCO, CA--(Marketwire - Mar 25, 2013) - Ludei, the only HTML5 platform that brings native performance and features to mobile game developers, today announced it is adding 3D support to its game development platform, finally making it possible for developers to deliver WebGL 3D games to virtually any mobile device.
  18. Hi all, Ok so I am learning how to code HTML5 along with Javascript and the cool Canvas element. Still very much a newbie so constantly scratching my head but slowly getting there... Anyways, the plan is to make an HTML5 game and then port it to various smart phones and sell the game apps through the respective Apple and Android (and possibly Blackberry now, thanks to the cool Z10) stores. I assume everyone kinda has this in mind rather than just having games up for free to play online, as after all mobile gaming is a great industry. So the question is, has anyone used the various software out there and which ones did you find work the best for creating a great game that performed how you wanted it to? The main ones I know of are PhoneGap and Appcelerator but I saw a thread on here and someone mentioned CocoonJS. Not heard of that one. Another question would be is native code (Objective-C) still better than these HTML5/CSS3/JavaScript builds or are they pretty much catching up now that its an even trade off to stick with your web coding skills rather than hire developers and such?
  19. "Ludei, the HTML5 game development platform that is used by developers to produce more than 150 games, has announced the HTML5 version release of its popular basketball title iBasket. What makes this interesting is that it became available on seven major app stores all without needing to make a single code change. iBasket will ultimately be available in the Apple App store, Google Play, Amazon Marketplace, NOOK, Facebook, Firefox, and Chrome stores. It is a basketball game where the objective is for players to make as many baskets as possible within the allotted period of time. It has more than 15 million users worldwide, and this multi-platform approach could help accelerate its user growth. Ludei says that this release across different stores highlights its platform’s power to deploy HTML5 code as “high-performance, multi-platform games.”