New platforms for Cocoon!

This has been the main feature we have been working on these last months. Now the Cocoon cloud compiler can compile and sign applications for some new platforms.

Windows 10
Windows 10 target will run on any Windows 10 based computer, tablet (ie. Surface) or mobile device and you will be able to distribute and monetize your app/game through the Windows Marketplace.

MacOS 
This target will run on any MacOS based computer and more importantly, you can distribute your app/game through the MacOS AppStore so everyone can find, buy and install your app or game from there.

Ubuntu
This target will work on any Ubuntu based device.

Steam
As Steam is a desktop based platform, having binaries for Windows 10, MacOS and Ubuntu opens up the possibility of publishing those games for Steam too, probably the biggest games distribution platform at the moment.

We have opened this feature as Beta for Platinum, Gold and Silver users but it will be available for the rest of the users in a couple of weeks.

Compilation backend Improvements

We have also taken some time to make some improvements in the compilation backend, mainly to prepare it for the new platforms but also to overcome some issues that we had detected since the release of the new Cocoon.

Faster compilations
The main one has been to make the compiler faster. We noticed that some compilations took a lot of time to start and that the compilation duration was too high. We’ve made some changes to the backend and the compiler code and now the compilation should start much faster than before and also take less time to complete.

Better logging
We have tried to improve the error handling when a compilation goes wrong so you have all the information to know what happened and how to fix it. We hope it’s helpful to solve the compilation errors faster.

Cordova compliance
The second issue was that the config.xml was not Cordova compliant. When we started the new Cocoon cloud we added these new custom tags like cocoon:plugin and cocoon:platform that you have probably noticed in the config.xml file. We have removed all of them and now the config.xml is fully Cordova compliant and should work just the same in any other Cordova based compiler. This shouldn’t have much impact on your daily work as it is migrated automatically by the compiler.

 

Hope you enjoy all this improvements. Let us know what do you think!

Interview With Lucky Cat Studios

This article is the first of a series we are planing to with key HTML5 developers and companies that use Cocoon and are making a difference with their apps and games.

The first of this series is dedicated to Lucky Cat Studios that have recently had a massive success with their Nom Cat and Sky Chasers games. We talk with Herdjie Zhou, Founder and CEO of Lucky Cat about HTML5, childhood memories and how to create great games that people love.

Lucky Kat

Lucky Cat headquarters

Tell us about Lucky Kat Studios and you

Lucky Kat started exactly one year ago in February 2015. We are based in the Hague, in the Netherlands and we are currently a team of 5. We’re focused on creating mobile games that bring a smile to your face.

Herdjie copy

My brother, Hernan is founder and CTO, and I am co-founder and CEO of the company. My main tasks and responsibilities are creating a vibrant and inspiring company culture and make sure people around the world play our games.

Which are your latest projects?

Recently we launched Sky Chasers on both iOS and Android. It’s a good mixture of Super Mario World and Lunar Lander. It has been featured worldwide by Apple and has received much love from game critics e.g. Pocket Gamer Silver Award.

Our first title as a studio was Nom Cat. It features all the celebrity internet cats such as Grumpy Cat, Garfield, Nyan Cat, Keyboard Cat etc. The game as been featured as well by both Apple and Google and went viral on social media. It was the perfect kickstart for our company.

gameplay4

Nom Cat game. You probably recognize both of them

Where do you get inspiration for your games?

We’re heavily inspired by SNES and NES games and are focused on translating these childhood memories to the modern era of mobile gaming.

Which were your favorite NES/SNES games?

Our favorite NES game is Double Dragon 2 and for SNES it’s the Donkey Kong Country series.

Tell us about your game creation process

We start with prototyping – and pitch game ideas to each other. When we like an idea, we go into production. We work in small teams, so that other team members are able to give honest feedback. Also, we do a lot of playtesting to see if we’re going towards the right direction. We try to get our creation process within a 3 month period.

Sky Chasers

Latest Sky Chasers game

Why did you choose HTML5 as a gaming technology?

Using HTML5 we’re able to release our games faster – our proprietary game engine is in HTML5/ JS. Also testing is easier as we can send out links to family and friends.

What technologies have you used before?

Marmelade SDK.

How does Cocoon fit in that process

We built our own proprietary HTML5 / JS game engine called “Bento”. Cocoon is the perfect match for us to port our games to native. It’s fast, easy and reliable. Team members of Cocoon have helped us many times on crucial moments before and during launch of our games. Great support, great people! Cocoon forums are a good way to get in contact with other devs.

How do you see the future of the HTML5 gaming

HTML5 gaming has still a lot of challenges to overcome in the West. We are not sure exactly why this is. In contrary, in the East e.g. China, HTML5 gaming has been adopted by the mass and is now the next big thing in gaming.

What are your next projects?

We’re working on two new projects currently and hope to show you more very soon. Of course, they will be mobile games and in pixel art style 🙂

 

Thanks Herdjie for your time!

If you want to see Lucky Kat’s daily development process, please follow them on Snapchat “luckykatgames” or on Twitter @luckykatstudios.

Cocoon Update: Encryption and improvements

Now that we’ve got Cocoon released, we’re rolling out new features and making improvements. Let us know what you think of the updates.

Encryption

Along with the Cocoon cloud release, we also put out a feature we’ve been working on for the past few weeks and that we hope will be useful to developers. When publishing your app, one of the main problems with HTML5 is how easy it is for anyone to access your code. In some cases, like web apps, this is not that important, as most of the logic is on the server side, but for other apps like games it can cause problems as anyone can have access to your assets and code and publish your game themselves.

Now with Cocoon you can encrypt all the assets and code in your application using the AES 128 encryption algorithm. The files are encrypted at compile time and decrypted at runtime so they remain encrypted inside the installed application bundle.

The encryption feature is currently only available for the Gold Plan users. If you are not a Gold Plan user and you would like to use encryption, please upgrade your plan here.

For more information on how to use the encryption feature, see the docs.

Documentation

We have made some changes to the Cocoon documentation. Now it is hosted atdoc.cocoon.io and it has a public repository at Github so you can contribute if you find any bug, typo or you just thing that you can improve some section. There is a search widget available in case you want to find an article or you want to get the information you need in a faster way. The documentation is a permanent work in progress so there will be improvements in the near future.

Improvements and Bug Fixes

  • Fixed Google Play Games Construct2 plugin login issues
  • Fixed Canvas+ iOS issue when using the Cordova Status bar plugin
  • Addressed problem with banner sizing in some Cocoon Ads plugins
  • Fixed iOS icon sizing problem when setting it with the icons UI which caused problems when uploading to stores
  • Fixed Cocoon Chartboost Ad plugin crash issue when compiling because of a missing library
  • Changed Canvas+ to use the Android immersive mode by default if full screen is enabled. You no longer need to use any plugin for this, as it is available by default

Hope you like the new Cocoon features and improvements. We will be back with more soon.

Cocoon Release!

Today is a great day for the Cocoon Team and we are thrilled to announce the release of the Cocoon Cloud.

After months of hard work and bug-fixing thanks to our beta users’ feedback (that’s you!), we are happy to announce that the Cocoon cloud is ready for public release. We have tried our best to keep it as polished as possible and during the last few months thousands of users have been using it, with some even publishing their games, so it seemed like the right time for a public release.

Pricing & Plans

Many of you have been eagerly awaiting our plans. We have designed four different plans to fit all your needs. Below is a brief summary of our four plans and for more information, take a look at the Pricing Plan table here.

  • Free Plan: All users are currently enrolled in the free plan. This plan includes 2 projects and a maximum zip upload size of 50MB. You can sign, use the developer app and all the configuration features, and build at any time with a low queue priority.
  • Silver Plan: This plan has been created for those of you who are happy with the Free plan features but want more resources. It includes 120MBs of zip file upload and 10 projects. The compilation queue priority is higher than that of the free plan, so you will be ahead of the Free users when compiling.
  • Gold Plan: The Gold plan includes all the Silver plan features as well as the highest resource offer. You will get 50 projects and 120MBs of zip file upload. You will also get the latest Cocoon features like Encryption. This plan also includes email support.
  • Platinum Plan: This is basically an “Ask us” plan. If you feel that the other plans are not enough for you, tell us your needs and we can work together to design a custom plan that fits your goals.

We are currently working on the purchase flow integration so if you are interested in upgrading your plan right now, send an email to Sales or visit the Pricing Page.

Canvas+ Splash removal

One of the most highly demanded features is the Canvas+ splash removal. By default for all plans, a Canvas+ compilation includes a Cocoon splash at the beginning. Now you can remove that splash for your bundle ids. The splash removal is a one-time fee of $500 for each bundle id.

If you want to remove the splash for a bundle id, please contact us here or you may manually remove it by accessing the Splash tab of your project configuration.

If you are a game publisher and you are planning to remove the Canvas+ splash from many games, please contact us.

If you have any questions about the Cocoon release, plan upgrades, or anything else, please let us know.

Canvas+ Plugin 2.2 Update

We have updated the Canvas+plugin version (for both iOS and Android)  with some bugfixes and new features.

To get this new features you just need to compile with the latest Cocoon version in the cloud.

Canvas+ improvements

  • Added support for Cookies in Android XHR.
  • window.location.href = URL to work.
  • Made getAttribute to return null if the attribute is not found. Previously it returned an empty string.
  • Improved XHR related error messages.
  • Added postMessage support to window.
  • Support for the anchor tag/element.
  • Added “hasAttribute” and “classList” to every node.
  • Added search to location.
  • Added JSON support for XHR connections and fixed a bug that was passing “undefined” to user and password in XHR open commands (did break connections in Android with JQuery).
  • Added minor modifications to make Canvas+ more JQuery and Construct2 (non CocoonJS export) friendly.
  • Added srcElement to every event instance.
  • Added DOMParser, querySelector and querySelectorAll.
  • Added getElementsByClassName.

Canvas+ extensions

  • Added secure text option for the text dialog
  • When a canvas object is disposed from javascript, dispose the context too.
  • Added XHR Dispose.
  • Only allow input capture on canvas and image HTML Elements.

Canvas+ bug fixes

  • Store vertexAttribPointerData in the WebGL defender. These fixes some conflicts with canvas2d and wangle renderer (specially on Pixi V3).

Cordova related

  • Added support for Cordova online/offline events.

Hope you enjoy this new Canvas+ version!

Cocoon Beta Update – Splashes and NPM Plugins


We are back again with a bunch of updates and fixes, check them out!

Updates

  • Splashes: We have added support for adding a custom splash to your project. You can add a default splash and override it for each platform. We have added a few parameters that you can set: scale mode, padding, background color and a delay. We have also added a preview. You can even see how it will look in a specific device resolution using the device simulator.

    We think this will save you some precious time of creating and setting up splashes. Just upload an image and generate your splashes for any device automatically. In iOS this image will also be the launch image.

  • We hope you find it useful!

    Cocoon

  • Plugins migration: Cordova is migrating their plugin registry from the Cordova Registry to NPM. The plugins in the Cordova Registry were starting to be a bit outpdated so we have decided to migrate our plugins and the Cocoon Cloud Plugins UI to NPM.

    Now everytime you add a Core or Cocoon plugin or when you look for plugins using the Cocoon Cloud Plugins UI, you will get the latest NPM available plugins.

  • Remember that you can use any Cordova plugin in the Cocoon Cloud.

  • Plugins documentation: Some of you were asking us where could you find the documentation for the plugins you discover throught the Cocoon Cloud Plugins UI. To make this task easier, we have added a link in the Plugins UI. Now if the plugin has documentation you will see an “Available” link that will lead you to the plugin documentation directly.
  • Hope that helps to make the plugins integration even easier!

    Cocoon

  • Smaller Developer App: Some of you asked us if we can reduce the Developer App size to upload to the stores when making tests (ie. Uploading to the PlayStore to test InApp Purchases). Now the Developer Apps generated in the Cocoon Cloud will not include the app source code so the size will be smaller.

Bug Fixes

  • Amazon AppStore Android Plugin:A NumberFormatException in the fetchProducts method has been fixed and the plugin has been updated to the Amazon SDK 2.0.
  • Google Play Store Android Plugin:“skusBundle array associated with key ITEM_ID_LIST cannot contain more than 20 items” issue has been fixed.
  • Cordova File-Transfer Plugin:We have fixed a bug in Canvas+ that prevented the file-transfer plugin from working properly in Canvas+ iOS and Android.
  • Canvas+ sleep prevention:Now when compiling with Canvas+ Android, your app won’t sleep and shut down the screen.

So that’s all for the moment, hope you enjoy this new features!

Thanks for using Cocoon!

The Cocoon Team

Cocoon Beta Update – Forums, plugins and fixes

The Cocoon Forums are finally available!

We have created categories for all the subjects we think that are interesting for the Cocoon community. The Cocoon forum is the best place to talk to other community users or Cocoon developers, report bugs, make suggestion, contribute tutorials, show your work or just talk about life.

To log in the Cocoon forums you have to use a Cocoon cloud account.

Bug Fixes

Apart from the Forums, we have also been working on some bug fixes that you have reported through the feedback widget or mail:

  • Cordova events in Canvas+: The back button and volume button events were not being correctly dispatched in Canvas+. That’s now fixed.
  • DevApp issues launching files: We have fixed an issue that made the Cordova js files (cordova.js, cordova_plugins.js, etc) not to be available when you launched your app in the Android DeApp from a zip file. This is something we do just in case you haven’t bundled the Cordova files inside your zip file.
  • Canvas+ internal Webview issue: There was an issue in Canvas+ Android that made the Canvas+ internal Webview not to be available. That is now fixed.

Plugins

We have also published some new Cocoon plugins that you might find useful for your developements:

  • Game Center Social iOS: This gives access to the social Game Center API: Game Center login, leaderboards and achievements.
    Game Center, source, doc, api
  • Game Center Multiplayer iOS: This gives you access to the multiplayer Game Center API so your users can play real time multiplayer matches.
    Game Center, source,doc, api
  • Google Play Games Social Android: This gives access to the social Google Play Games API: Google Plus login, leaderboards and achievements.
    Google Play Games, source, doc, api
  • Google Play Games Multiplayer Android: This gives you access to the multiplayer Google Play Games API so your users can play real time multiplayer matches.
    Google Play Games, source, doc, api

Remeber that all these plugins are Open Source and officially supported by the Cocoon Team and you can easily add them to your developments through the “Cocoon” section in the Cocoon cloud plugins interface.

Documentation

We have been working on improving our Documentation. We have added a new specific section for Canvas+ explaining all its special features: screencanvas, texture reducer, internal webview, etc. Hope you find it useful.

So that’s all for the moment, hope you enjoy this new features!

Thanks for using Cocoon!

The Cocoon Team

Cocoon Beta Update – Web2App, Native share and Rewarded videos!

We have deployed a new Cocoon cloud version with some new features and bugfixes.

Features:

  • Web2App: Now you can easily create a native apps from your responsive web site using the Web2App project creation setup. Just set your responsive web site URL and click on compile. Easy!.
  • Native Share Atomic Plugin: We have created a new Atomic Plugin for native iOS and Android share. It’s something you have asked for and now it’s ready!. Remeber that you can easily add it from the plugins management interface in you projects detail looking for “Native Share API”. The Native Share Atomic Plugin is OpenSource and you can find more info here: source, api.
  • Rewarded Ad videos support: We have added support for Chartboost rewarded videos in the Ads Atomic Plugin. You can add it from the plugins management interface in you projects detail looking for “Chartboost” and use it just callingCocoon.Ad.Chartboost.createRewardedVideo(adUnit);. The Ads Atomic Plugin is OpenSource and you can find more info here: source, api.
  • Icons interface: We have improved the icons management interface. Now you don’t have a size limit, we just recommend you to upload squared 1024×1024 images but in case the image is not squared, we crop it for you. The image format has to be PNG and the size limit is 5MB.
  • Versions override: Some of you asked for a way to override the version name and version code so we have added two new settings in the platforms settings to do this.
  • Password reset: We have enabled the password reset link. Now you can reset your password in case you forget it.
  • Feedback improvements: We have improved error texts in some places where more feedback was needed.

Bugfixes:

  • Status bar in Canvas+ iOS: Canvas+ iOS no longer shows the status bar. We have changed this as this is the preferred setting for games.
  • Remote URLs in Webview+ iOS: We have fixed a bug in the iOS Webview+ that made it show a white screen when compiling with a remote URL as content.
  • Email change: We detected an issue that made some projects to fail to compile if the user had changed the email address. The issue has been fixed and the email change input has been enabled again.
  • Improved templates loading time: We have made some tweaks to improve the templates loading time.

So that’s all for the moment, hope you enjoy this new features.

Thanks for using Cocoon!

The Cocoon Team

Cocoon Beta Update

This week we have deployed a new Cocoon cloud version and these are some of the main things we have been working on.

Features:

  • Help links: We have added help links in places where we think you may need more information.
  • Compilation errors: Now the compilation status icon is also clickable when a compilation fails and it will open a dialog with the compilation log.
  • Projects order: The project list is ordered by last compilation time instead of creation date.
  • Platform version: The cordova platform version is now shown in the platform settings top right corner, so you know which cordova version are you using. The cordova version is attached to the Cocoon version that you can configure in the project settings.
  • Plugin parameters: We have added support for plugin parameters in the compiler so the plugin will receive the parameters you set in a plugin when installing.

Bugfixes:

  • Webview+ cache: The Webview+ cache was not being cleared between launches when using the Developer App. It’s now fixed.
  • Local zip file in Webview+ iOS: Using local zip files with Webview+ in iOS was not working correctly. Now local and remote zip files should work correctly along with remote urls.
  • AdColony plugin iOS: We have fixed an issue with AdColony plugin for iOS that was crashing at compile time because a dependency was missing.
  • Support for queryselector in Canvas+: We have added support for queryselector in Canvas+ because some plugins like the whitelist plugin need it.

You can expect a new release next week with some new features and more bug fixes. In the meantime please keep on sending bugs, feature requests or any kind of feedback, that’s gold for us!.

Thanks for using Cocoon!

The Cocoon Team

Introducing the new Cocoon Beta -now open!

During the last months we have been working on building the greatest possible cloud service for HTML5 developers. We have been HTML5 pioneers with our previous CocoonJS Cloud providing the fastest canvas renderer with Canvas+ and offering services integration. It has been a great experience but we felt that some things could be improved and so we did.

Now you can ask for an invitation to start using it at cocoon.io.

Today we just launched the new Cocoon Beta. We will start sending invitations progressively during the Beta period so if you request an invitation today you can expect an invitation in your mailbox soonish. If you show us some love tweeting about @cocoon_io, we’ll move you up the waiting list.

What can you expect from the new Cocoon?

During the platform design we wanted to focus in three main aspects:

  • Being Cordova compliant
  • Ease of use
  • Performance

 

Cordova compliant

The new Cloud is completely compatible with Cordova, which means that you could take your existing Cordova projects, compile them in the Cocoon cloud and they will just work. You can use any Cordova/Phonegap plugin in your project in an easy way using our plugin management system. You can also sign your applications uploading your certificates and you will get a signed application for iOS an Android. Simple.

Ease of use

One of our main goals was to make a really usable and simple service, so there were a few things we wanted to improve over Cordova:

  • Installations: Event though we are Cordova compliant, we wanted to avoid people installing Cordova tools, platforms, SDKs and keeping all that up to date. We do all that for you.
  • Simple and intuitive: One of the biggest Cordova hassles is to have to edit XML configuration files and use the command line tools for everyday things like installing plugins. Now using the Cocoon cloud service you can configure your Cordova application and manage icons, plugins and signing in a really simple way.
  • Development workflow: Another bothering task when using Cordova is to have to use the command line tools to test your Cordova development, even with things like Cordova “serve” you need to have the Cordova tools installed locally. With the Cocoon cloud you can build a Developer App that will just have the same configuration and plugins as your final application but with all the available webview engines builtin so you can test and compare between them. You can launch local zip files or remote URLs. Just compile your Developer App once and use it during your whole development cycle.

Performance

We have made Canvas+ and Webview+ fully Cordova compliant and available as Cordova plugins in the new Cocoon cloud. You can now choose Canvas+ or Webview+ as the default webview engine in your project and use them along with any other Cordova/Phonegap plugin. Also, now the Android Webview+ is based on Crosswalk. Remember that the Developer App includes all of them so you can compare and see what fit your needs best.

 

We are working everyday in adding more and more amazing features to the Cocoon platform so you can expect new surprises soon.

We hope you enjoy the new Cocoon cloud service and remember that we are eager to get your comments using the feedback widget or our support email. We want to improve our service with your suggestions!

The Cocoon Team