.

CocoonJS Cloud Compilation System

If you try your game in the launcher and It works, you are ready to start using the Cloud Compilation system.

The CocoonJS Cloud Compilation System allows you to setup a project, upload your game in the form of the same .zip file that you already tried out in the CocoonJS Launcher App and generate the final .APK for Android and a XCode project for iOS that you can upload yourself to the Google Play Store and the Apple App Store respectively.

If you do not know anything about CocoonJS, we recommend that you read the CocoonJS Development Guide before using the CocoonJS Cloud Compilation System.

How to use the CocoonJS Cloud Compilation System

You must first be registered in CocoonJS Cloud Compilation System. If you haven't registered yet, you can do it in just a few seconds here.

There are two types of users in the cloud compilation system at the moment:

  • Normal users: The default user when you register in the system. The only limitation for this kind of users is that they can only upload 30 Mb of data per application and that there is no acces to configure and use the CocoonJS extensions.
  • Premium users: This users are allowed to upload up to 200Mb of data for their apps and they have full access to use and configure the CocoonJS extensions.

Although both type of users are free at the moment, not all the users can be premium. If you have a serious project and need to use the CocoonJS extensions, please, complete this form in order to see if you qualify to be a Premium user.

Once you have logged in, you can create as many projects as you want. A project is the base of a compilation. It contains the required configuration and resources needed to generate the final compiled files for Android and iOS.

Before of requesting a project's compilation, you must provide the following information:

  • Project's name
  • Bundle Id
  • Orientation (at least one of the following options must be checked):
    • Portrait
    • Portrait Upside Down
    • Landscape Left
    • Landscape Right

The bundle Id must be unique, or the application will be invalid and rejected by Apple. No one in the world can have the same bundle Id. The recommended practice is to use a reverse-domain name style string for the Bundle Identifier portion of the App ID. For example: com.yourcompany.appname

Once a project is created, it can't be deleted, and the bundle Id can be modified.

This information is asked when a project is created, as you can see below.

New Project

By default, you can manage a as many projects as you want. You can create and delete projects.

When creating a project, you will be required to provide the previous information. Remember that every field is required, and that the bundle identifier field follows the following: Apple's style rules.

Edit Project

Once a project is created, you can edit the configuration you set up when you created it.

iOS Resources

You must upload a bunch of resources required by Apple. Every resource must be a valid PNG file, and each one must have the indicated dimensions. Files larger than 30 MB will be rejected.

Note that some icons are required, but others aren't. If you don't upload an optional icon, it will be automatically generated by resizing one of the required ones (the one which fits the best).

Android Resources

Android applications need only 4 icons, and all of them are required. The process is similar to the iOS's one.

Common Resources

There are some resources that can be used for both Android and iOS compilations. You don't have to upload any common resource as these are optional, unless you upload one of them. In that case, you will be required to upload all of them.

Default Resources

If you don't own a complete set of required resources for your project, you can load a default set of CocoonJS-themed resources. Notice that only the required resources will be loaded. If you have uploaded any resource, it will remain the same, unless you select to overwrite them by checking the checkbox Overwrite uploaded resources.

You can also download them and upload them manually, or just preview them before loading them.

Compile Project

Once the project is ready for compilation (every configuration parameter, and every required resource is uploaded), you will be able to compile the project.

The last step of the process before starting the compilation, is to provide a zip file with your javascript code, and accept the service terms and conditions. Remember that this file can't be larger than 30 MB.

After the file is uploaded, the compilation will be queued and you must wait for it to be completed.

Once the compilation finishes, you will receive an email with the download link of your compiled project (including Android and iOS files).

You can modify your project in every way, even when it's being compiled, but these changes will only be applied in the next compilation. If for some reason, you want to apply them to the current one, you can do it only if it's still waiting to be compiled, but it will restart the process (you will be the last in the queue), and the previous compilation will be canceled.

If the project is currently being compiled, you won't be able to request a new compilation until it finishes.

You can also compile your project for free as many times as you want.

Remember to follow the steps to sign the APK file and/or use the XCode project to be able to upload your game to the stores.

Print/export