Add NPM packages for your hooks

We didn’t foresee heavy scripting in the hooks of the project, but from now, you can upload NPM packages alongside your hooks to create complex scripts to be executed.

The structure of the inside of your Zip file should be:

source.zip
 |- www (your app)
 |- config.xml (optional)
 |- hooks (optional)
 |   `- script_example.js
 `- node_modules (optional)
     `- npm_package/

This allows you to modify the AndroidManifest or Xcode configuration files much more easily, for example.

Cocoon Cloud SDK 2.0.0 released as alpha

A new version of our SDK has been released. It’s in alpha for the moment, but after a few improvements we are preparing, we hope this new version of the SDK will be easier to use by the users.

To use this new SDK use the instructions found in the repository.

We want to make it easy for our users to integrate this tool into their workflow to speed up the development of your Cocoon.io applications.

 

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!