Anonnymitet's Forum Posts

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  • > I have to hand it to you Ludei, this whole process is about a hundred times better than the old cloud compiler. Kudos for that.

    >

    We are really happy to read this <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">.

    > What is the proper Full Screen option to use when exporting from C2? Scale Outer just put my game in a tiny window in the bottom left corner.

    >

    Could you please tell us if the game is wrong in the developer app too?

    > Is it currently possible to add and remove permissions?

    >

    Yep. Permissions are completely up to you. You will decide what your game needs and set it in the config.xml file.

    > Where to add in our own icons? Seems to default to a generic Cocoon.io icon right now.

    >

    We are currently creating a wizard for that. Meanwhile, they must be set in the config.xml file.

    You can use this as example (it is one of the templates that appear on the wizard): https://github.com/CocoonIO/cocoon-template-phaser

    Cheers <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    ArcadEd They gave you the link when they answered all your questions before. Last part <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    https://github.com/CocoonIO/cocoon-template-phaser

  • Radulepy I understand what you want and I did exactly the same when I started publishing my games on iOS and Android. But it's pretty simple when it comes to ads. A company pays for clicks because they may generate a sale for the company and they only want people to click the ads if they are interested in the product.

    There are exceptions and some ad providers allow this but as Eisenhans said I don't think there is a simple solution to get it to work on C2 games.

    And if I wanted to advertise one of my products I would never do it on a platform that allows developers to trick people into clicking on ads or even "watch this ad to get free gold". That is just really unprofessional and only gives you traffic that end up buying nothing.

    So don't try to earn an income by tricking people to click ads. To earn a good profit on ads in games you'll need thousands of users or many apps with a decent amount of users. Thinking you'll earn anything of interest on an app with a few hundred downloads is just a dream

    I actually got banned from admob because my friend clicked a couple of times (4-6 times) on an ad in my game and it was a hazzle to get them to release the ban again. So they will notice if you try something I've even heard that some developers download other games that are similar to theirs and click all the ads they can to get the developers of that game banned from ad income :/

    One thing that actually generated alot of clicks was the lag/delay on the admob/mopub plugin which made the ads pop up later than expected which resulted in many miss clicks on my game. So that was an unintentional way of tricking people to click ads. But even that would be a problem in the long run on most ad platforms.

    But I hope you'll find a good way of generating an income. Good luck on your project

  • That is now allowed and you will be banned by the ad provider as soon as your click count gets suspicious. You are not allowed to manipulate ad behaviours in any way.

    Fake close buttons on ads and such belongs to porn sites and bad torrent sites

  • Have a look at C2 plugins. Here is one for example

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  • AndreasR Thank you! I'll try it out and see if I can get it to work

  • AndreasR Ok, thank you. It's the AJAX part that I'm not sure about. How to put it on my server and how I make it readable for the game. Haven't tried to do this type of stuff before. So I'll have to look more into it and see how it works. Is it complicated?

  • Back on topic

    I've actually made my own templates. Just open a new project and set all settings the way I want them to be for iOs, Android, PC and then saved them as "iOs Portrait Template", "Android Lanscape Template" etc.

    Really nice to have when you start a new project so you don't have to remember every setting that worked so nicely on the other projects

  • Hi.

    Does anyone know what's the easiest way to check what version of the game the player is playing and give them a message if there's a new version of the game available?

    For example on the title screen the game checks online for the latest version number available and if it's higher than the version of the game show update message.

    So everytime I put a new version of the game on desura and steam I also update the online version number which the game checks on startup.

    Any ideas on a simple solution of doing this?

    Thank you in advance

  • [quote:22u6annn]The Chromium team did not rev the Open SSL version, causing Crosswalk to report 1.0.1e. This will cause a false positive in Google's scanner and a warning to upgrade the version of Open SSL in your application. Google does allow you to petition the findings, which we recommend doing. Below is sample text you can use.

    This application uses the Crosswalk 7 WebView which is based off of Chromium 36.0.1985.144. This version of Chromium includes the Open SSL fixes found at https://chromium.googlesource.com/chrom ... 25d0b079c3

    c5547f07948684f80c4e9c3584

    The Chromium team did not rev the Open SSL identifier, so it still reports 1.0.1e as the Open SSL version. You can verify this in the commit log at https://chromium.googlesource.com/chrom ... sl.version

    You can find the Crosswalk commit that updates to Chromium 36.0.1985.144 at https://github.com/crosswalk-project/cr ... a3d9e68e05

    Thank you

    So if we respond to the google play warning email with the quoted text above we should be fine?

  • Looks really good! Just one thing. If it's a sci-fi horror I think you should remove the techno music from the trailer and make it a little more unsettling. With scary ambient noise or something. Now it gives you the feeling of a crazy shoot'em up game.

    And I also think you should remove the text saying "interact with objects" and "keys to open doors". They should not be promoted as cool features as that is something that players just expects to be there anyway.

    It's like promoting a car and emphasize that the car has "TIRES and a STEERING WHEEL!", hehe

    But that is just my opinion. The game looks really nice, almost like a scifi version of Hot Line Miami Well done!

  • CreativeMind You can still export your game with cocoon as an option in C2. Just right click on the exporters then show depricated exporters. You have always been able to use CocoonJS and it works fine. I have a couple of games on both iOS and Andoid made with cocoon and they run great.

    Or do you mean that we can't use the new cocoonJS? I might have misunderstood what you meant Sorry if that is the case

  • I know. Games and software usually always launch on the primary screen. But if you really want to solve it there's probably a simple solution for it

  • Is the laptops monitor the primary monitor? I have the same setup but I mirror my screen so both screens show the same when I test my games.

  • tunepunk Där ser man