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Found 19 results

  1. 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?
  2. I'm trying to port my game to mobile using ludei's cocoonjs. When playing my game in a browser, (in chrome, Edge, FF), the audio in the game works fine. Opening the game in the Cocoon Developer App (using the Cavas+ option), none of audio is found. I get errorr such as: Phaser.Cache.getSound: Key "Orcs" not found in Cache. All the audio files are in my preload state i.e. game.load.audio("Orcs", ["assets/sounds/Orcs.mp3"]); And again, all the audio works fine in a regular browser. Anyone else run into this issue and have a solution? One more note - the audio does work whe
  3. I'm trying to port my game to mobile using ludei's cocoonjs. When playing my game in a browser, (in chrome, or Edge), the audio in the game works fine. Opening the game in the Cocoon Developer App (using the Cavas+ option), none of audio is found. I get errorr such as: Phaser.Cache.getSound: Key "Orcs" not found in Cache. All the audio files are in my preload state i.e. game.load.audio("Orcs", ["assets/sounds/Orcs.mp3"]); And again, all the audio works fine in a regular browser. Anyone else run into this issue and have a solution? Thanks!
  4. 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 poin
  5. Solved.
  6. Hi, I've got a couple questions for wrapping my Phaser project for Android with cloud.ludei.com: I downloaded the Phaser template for mobile on Git Hub, but it's missing all the image files so it just shows a blank screen: Full Screen Mobile Template I'd like to find a template because everything I do ends up with my game scaled down in the bottom left of the screen (see enclosed image). Anyone else running into this? Much thanks!
  7. While trying to get our last game Fip to run on CocoonJS launcher, we noticed that the sound wasn't playing at all. After much investigation we were able to make it play but after making some changes to Phaser (dev branch). The first problem encountered was in Sound.js, inside update() function here: if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).locked){ // console.log('tried playing locked sound, pending set, reload started'); this.game.cache.reloadSound(this.key); this.pendingPlayback = true;}the ".locked" attribute was "undefined" so the sound nev
  8. Hi there, so I´m starting a new game and I realized I´m having this problem testing it with my phone. I´m using Phaser 2.2.2 and last Cocoon Launcher (not sure, I think is 2.2.1 at the moment). On desktop and webview+ everything works like a charm, perfectly... the problem is when I try it using canvas+, I receive this error from phaser.min.js and I have no idea about how to fix it. Does anyone know what´s happening here? Thanks in advance.
  9. Hi everyone am trying to implement ads in my game i read all about this thing , i made mopub account , and i took the banner ad id and put it in compiler configuration (i have a premium account) , also integrated admob with mopub , and referenced both (cocoon.js , cocoon_ad.js latest version) in my game after all i wrote the following code : Cocoon.Ad.banner.on("shown", function () { console.log("Banner shown!"); }); Cocoon.Ad.banner.on("ready", function () { console.log("Banner Ready!"); Cocoon.Ad.setBannerLayout(Cocoon.Ad.BannerLayout.BOTTOM_C
  10. Hi, I've finally released my first mobile game, Cosmo Starglider! Have you ever wanted to shoot robots in space with a laser-gun? Yeah, me too, but wake up that's not happening bub. Something you can do though is try my new game for free! It's in space so that's similar at least. You are Cosmo, alone in space, gliding among the stars with your jetpack. But an horrific amount of mysterious asteroids are in your way. How long can you survive? How far will you get? Right now you can only try to beat yourself and your closest friends, but get your practice going, because in a week you will b
  11. 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: http://members.home.nl/bas.de.reuver/cocoonjs/
  12. 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 )
  13. Hi guys, I've been hearing a lot about CocoonJS recently, so I went to their website and watched the video : https://www.ludei.com/cocoonjs/ It seems really great, but I'm wondering if it's just exaggerate benchmarks in favorable conditions, or if this is really an improvement in game performance ? Is it easy to deploy an game on the differents store from just a HTML5 basic app ?What about when using librairies such as Phaser (or other frameworks) or ThreeJS / BabylonJS ?Is it easy to integrate differents social platform into your gameSame for payement / ingame purchase ? Often on Interne
  14. 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 C
  15. Hi, I would like to let you know, that our latest HTML5 game, Headless, just got released on the Apple App Store and Google Play. App Store Link: http://app.lk/Ax0 We used Ludei’s CocoonJS to bring Headless to iOS and Android, despite seven parallax layers, constant spraying particles (blood) and lots of animations on the screen, we got quiet good performance out of it, on up-to-date devices. We will also release a Web and a Web/Mobile version later this year, for which we are currently selling non-exclusive licenses. About the Game: Take control of a headless chicken trying to stay
  16. Maybe now they can afford to fix the bugs in CocoonJS? "HTML5 is alive and kicking. That's the message from US/Spanish outfit Ludei, which has just closed a $1.5 million early stage funding round. Spanish venture capitalists Kibo Ventures and Vitamina K, as well as several angel investors, were involved. Ludei says it will use the money to expand its JavaScript/HTML5 engineering team to meet the growing demand from game and app developers. This brings the total investment the company has raised to-date to $4.5 million. In your hands Its smarts are already being used by over 6,000 developers
  17. Ludei is supporting WebGL in their upcoming cocoonjs version. A tech app has been submitted to the Android market place. Read more: http://blog.ludei.com/webgl-demos-arrive-to-google-play-store/
  18. 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. http://www.marketwire.com/press-release/ludei-opens-door-developers-publish-3d-html5-games-virtually-any-mobile-device-1771343.htm
  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
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