Allchix's Forum Posts

  • ludei

    Thank you.

    I got it working. It was actually my fault for having and old google developer public key attached to my Ludei account. Anyway, everything is working now and products can be purchased multiple times =)

  • Hello everybody,

    I decided to go with CocoonJS for my next game, but I cant seem to get the IAP system working on Android (I haven't tested IOS yet). So I was hoping that one of you might be kind enough to assist me, since I am becoming more and more desperate. Here is the issue:

    Every time my beta tester tries to purchase something, the payment process successfully goes through and my beta tester gets charged, but still the "on payment failed" event from the cocoonjs plugin gets triggered in my game. So instead of receiving the coins he paid for, he gets nothing and the money is gone too.

    Here is a quick screenshot from my event sheet, i blurred out all the unimportant parts: https://www.dropbox.com/s/szrr7mbt8aoj85s/IAP.png?dl=0

    Some background details: My google play developer account is all set up, so is my Ludei account. The IAPs are unmanaged in the google developer console since they are consumables, on my Ludei developer console all the necessary boxes are ticked, i also linked my google developer key under my Ludei account and so forth. In Construct 2 the store mode is "managed" for the Cocoonjs plugin and I tried with either sandbox mode enabled and disabled. I am using Construct R200 and the Cocoonjs plugin on github, so everything all up to date.

    My second issue is that I cant seem to get the "consume purchase" event to work properly. Since my IAPs are consumables I want to offer the possibility to purchase them multiple times. But when I want to set up the event, the Cocoonjs plugin asks me for a "transaction id"? Anybody knows what that is? I tried to google it, but i wasn't able to find anything.

    Any help is highly appreciated, thank you =)

  • Unfortunatelly not mine^^ but none the less GZ sqiddster

    Ashley you might be interested in this as well. After all Cnet is one of the mayor tech sites.

    Here is the link http://www.cnet.com/news/airscape-a-gra ... -aus-2014/

  • Today's blog post from Ashley in regards to Phonegap's performance under IOS8: https://www.scirra.com/blog/150/html5-g ... e-on-ios-8

    Since it always had been said to avoid Phonegap in the past, I ( and probably many others) have no idea, what features Phonegap supports.

    Could someone please quickly recap the current situation of Phonegap? Can I use IAP, Ads, splashscreens, etc etc? Can I set up everything smoothly like with Intel XDK or do I have to hope for the best? What about memory management? Is it reliable? Any known issues?

    edit: In the blog it sais: Our latest betas cover some ground with supporting ads and by the next stable release we expect to also support Game Center and IAP with PhoneGap.

    But the question remains, what about the overall accessibility and usability?

    Thank you =)

  • dcadjust yes thats correct, i will upload the x86 in a few days when i am sure there are no bugs left. sry =)

  • TheWyrm

    here:

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  • dcadjust

    The APK is signed and ready if you tick that option, but you can also do it manually with zip align etc if you prefer.

  • cranberrygame

    Hello Cranberry,

    I just published my android game with your AdMob and IAP plugin. Everything was super easy to set up and works perfectly.Thank you so much for these plugins. You rock!

    Here's the game: https://play.google.com/store/apps/deta ... VSMrMonkey

  • Hello everyone,

    I just published my first game for Android. It's compiled with Intel XDK crosswalk, supports multiple screen sizes ( everything from 4:3 to 16:9), with AdMob and IAPs.

    If you have any questions I'd be glad to help. It would also be very much appreciated if you could leave a written rating/ star rating. I am open for any criticism or tips.

    Thank you so much =)

    https://play.google.com/store/apps/deta ... VSMrMonkey

    "Seven Birds VS Mr. Monkey" is a simple yet fun game.

    Mr. Monkey is being attacked by birds and without a way to escape all hope seems lost. But if you think Mr. Monkey goes down that easily you are mistaken!

    Help Mr. Monkey to upgrade his skills, get special attacks and show these birds who's the boss!

    Features:

    • Randomly generated levels
    • Upgrade system for Mr. Monkey
    • Use special attacks and show off your skills
    • Unlimited fun

    Soon to come:

    • Online leaderboard. Compete with your friends!
    • Online multiplayer, challenge people around the globe!

    How long can you survive?

    See you in-game!

  • Here's my new game. If you could try it and leave a written rating/ star rating or just give me same feedback I would very much appreciate that. Thank you so much.

    https://play.google.com/store/apps/deta ... VSMrMonkey

    "Seven Birds VS Mr. Monkey" is a simple yet fun game.

    Mr. Monkey is being attacked by birds and without a way to escape all hope seems lost. But if you think Mr. Monkey goes down that easily you are mistaken!

    Help Mr. Monkey to upgrade his skills, get special attacks and show these birds who's the boss!

    Features:

    • Randomly generated levels
    • Upgrade system for Mr. Monkey
    • Use special attacks and show off your skills
    • Unlimited fun

    Soon to come:

    • Online leaderboard. Compete with your friends!
    • Online multiplayer, challenge people around the globe!

    How long can you survive?

    See you in-game!

  • cranberrygame

    Hello Cranberry,

    No no, I think you misunderstood me. I was confused about this new threat because I though you are making a second AdMob plugin.

    But it seems that this:

    Is that correct? So there is just 1 AdMob plugin from you and its 100% free.

  • cranberrygame

    Hello Cranberry,

    sorry I am a bit confused. Your other AdMob plugin for phonegap/crosswalk ( ) does that one take out 2%, or why do we need another one? And will you stop supporting that plugin once you published this one?

  • Staying below 100mb ram is basically impossible I think. I made a small game ( 500kb in Construct 2) and when I build it with Crosswalk it still uses 120mb ram. So looks like there is a base usage which can not be avoided. But at least the ram usage evens out with larger files. My first game was 8mb and used 200mb ram.

    I tested the 200mb ram game for a few ours on my Galaxy S3 (850mb free ram) and it didnt crash once. So the save number for your ram usage would be basically half of the devices ram (phone has 1g ram= app can be 512mb ram) But staying below 200mb ram is a save bet if you want to include the 512mb ram phones since there can always be mb ram spikes and you want to give your game some air and not run at the phones limit.

    For IOS with Ejecta or Phonegap (when it gets viable in a week with IOS8 I have no experiences. But I have high hopes for Phonegap, so lets see).

  • IntelRobert

    Hello Robert,

    Whenever I try to upload my APK to the google developer console, it gives me this error message:

    Upload failed

    You need to use a different package name because "xdk.intel.blank.project" already exists in Google Play.

    I am not sure what I am doing wrong, since I put all my own details into XDK before I built my app:

    Under "build settings -> Android-Crosswalk" I populated the fieldd "App ID, App Name, App description, Author"

    Thank you

  • cranberrygame

    Nevermind the request below, I just found it. I didn't expect it to be in the download plugin file itself^^ thanks anyway

    Hello Cranberry, thanks for your awesome plugins. Could you just tell me, where I can find a .capx or tutorial, how to set up your IAP plugin and AdMob plugin please? Somehow I can't find the documentation. I already installed your plugins and have all the necessary accounts ( google developer/ AdMob account). I just don't know what commands I have to put in Construct 2.

    Thank you so much.