aquinn's Forum Posts

  • imaffett Thank you! My yellow exclamation marks are disappearing from the dev console

    Nice job!

    [EDIT] mercedescolomar Arrgh.. spoke too soon! The exclamation is back.. How the heck do you petition Google? They are a black hole when it comes to app appeals!? They have said they are improving, but there seems to be no change in the Dev Console at least...

    I thought the Crosswalk release fixed the SSL rev number? I guess not, or else the bots are detecting the code signature rather than the version number?

  • Hi

    You can definitely use an adhoc build to test IAPs.

    Are you sure you have signed out of your iTunes account in the device Settings, and signed in with your sandbox account credentials?

    You need to go to iTunes connect and set up a sandbox user account for IAPs.

    If you purchase using the sandbox account, the store remembers the purchase.

    [Edit] I've recently done a production build with the XDK, so that bit is working fine. volkiller730 suggestion is good, redo the production profile in Developer Center. Should take only 2 minutes to remake and download it.

    One other side note about Apple identifiers, is that they allow you to use dashes (com.me.my-game) However! The Intek XDK will fail to build if you use dashes in the identifier. This has nothing to do with IAPs however...

  • I've not used it directly but this guy has.

    http://appstoreninja.com/optimize-admob-increase-revenue/

    He doesn't recommend it but who knows...

  • I'm hoping the new Spartan browser coming with Windows 10 is going to fix the audio, and offer fast JS runtime.

    I looked at publishing a few games on Windows Phone 8.1, but no reliable audio and a lack of ad monetisation mean it's not worth it -yet.

  • The cheapest machine is the Mac Mini. It will need to run XCode 6 (the latest is version is 6.3) You also will need an iOS device to test on.

    They are about $500 new, but there are plenty of second hand ones around.

    http://store.apple.com/us/buy-mac/mac-mini

    There is another way, using a virtual machine, but it's more complicated and slower than the real thing.

    This course, section 2 shows you how to do it. https://www.udemy.com/complete-ios-developer-course

    It's not following Apple's terms and conditions, so keep that in mind, but it works for uploading apps.

  • Just tested a build with XDK update v1912, and no change.

    No iOS Admob ads for some reason.

    The XDK build report states:

    "Plugin "com.cranberrygame.phonegap.plugin.ad.admob" (1.0.31) installed."

    Is this version compatible with iOS 8.2/8.3?

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  • Noted with thanks..

    One other Mobile Safari issue -do you notice occasional 0.5 second freezing with this demo in Safari?

    http://www.zoytek.co.uk/test/ptest/

    I'm testing on an iPod 5th gen and iPad 2 and it freezes momentarily, regardless of the number of objects. PC browsers are smooth.

  • OK. Thanks for the info.

    So, this must be why physics performance in Cordova apps is 90% lower to what I am seeing in the Safari browser?

    I made a physics demo that runs at 60FPS in Safari with 100 balls, but it's barely 10FPS when built with the Intel XDK. (iPad2/iOS8.3)

    http://www.zoytek.co.uk/test/ptest/

    Roll on JIT....

  • Problem Description

    CPU use is very high on iOS using asm.js engine even though project has no active events.

    Attach a Capx

    http://www.zoytek.co.uk/bugs/physics/Physics-CPU-High.capx

    Description of Capx

    The capx displays 2 immovable squares with the physics property. Both squares are rotated 90 degrees. The CPU use in the IPA is a high 90%

    When the left square is NOT rotated, the CPU use is a modest 8%

    Browser preview performance is fine, the high CPU use only appears when both squares are rotated 90 degees. Very odd behaviour!

    Steps to Reproduce Bug

    • Export the capx to Cordova, iOS8, unminified
    • Build adhoc in the Intel XDK, download and install the IPA.
    • Install and run to observe high CPU use. (My test device is iPod 5th Gen, iOS 8.2)
    • Modify the capx to set the rotation of the left square to 0.
    • Re-export, complie, and install and observe low CPU usage (hopefully you will also see what I am seeing)

    Export settings:

    Screenshot of high CPU use:

    Screenshot of low CPU use:

    Observed Result

    CPU use is high with 2 squares rotated 90 degrees. CPU is OK with just one square not rotated!

    I've been benchmarking physics performance and I've narrowed it down to this rotation. The strange thing is I've re-done the capx from scratch and the performance has been fine. So I am confused as to why this is the case. I hope the attached capx has captures the problem.

    Box2D web is fine in both cases. Hopefully this is reproducible so you can see the unusual high CPU use with asm.js in this particular scenario.

    Expected Result

    The same CPU use for both scenarios. Both should be low single digits as nothing is happening in the event sheet, apart from the text box update every 0.05s

    Affected Browsers

      iOS problem - Cordova iOS8 App, buil with Intel XDK.

    Operating System and Service Pack

    Win 8.1 64 bit

    Construct 2 Version ID

    r200

  • Update:

    The Intel XDK just had an update (v1912) correcting an issue where plugins were not installed correctly.. I will check to see it that is the problem.

    [quote:37kl6h5q]

    Issues Addressed:

    Corrected the issue with intel.xdk plugins where if you selected the Emulator after selecting to include a plugin, the plugin was marked as "disabled" in the project.xdk file and thus was not included in the test or build uploads. In order for the plugins to work, you had to again deselect/select the plugin.

    Corrected and issue where sometimes 3rd party plugins were not getting included in the built application.

    Corrected an issue where if you selected the "Standard Cordova Plugins" check box (to select/deselect all Cordova plugins) then quickly selected/deselected individual plugins the list and build packages could get out of sync.

  • Problem Description

    The native Admob plugin does not work on iOS 8.2, Intel XDK builds. No ads are displayed, either test or production.

    It used to work fine on iOS 8.0 (last tested Jan 15) but something appears to be broken now.

    Attach a Capx

    http://www.zoytek.co.uk/bugs/admob/AdmobTest.capx

    Description of Capx

    Preloads Admob banner and interstitial, then displays both when the button is clicked.

    Steps to Reproduce Bug

    Observed Result

    No ads are displayed. Tested on:

    iPod 5/iOS 8.2

    iPad 2/iOS 8.2

    Expected Result

    Display ads.

    Affected Browsers

    XDK Cordova iOS App

    Operating System and Service Pack

    Win 8.1 64bit

    Construct 2 Version ID

    r200

    [edit] also doesn't work on the recent update iOS 8.3

  • Did you compile with Crosswalk 7 or 10?

    If you used 7, then the SSL warning could be the problem.

    The file size could also be a deterrent. It's common knowledge on ASO websites that a large install file will result in fewer downloads. (People don't want to wait the extra few seconds when surfing for apps & not everyone has high speed broadband)

    I've had games go from 800 installs/day to 50/day with no obvious reason.

    It could also be the icon and the screenshots..?

  • Hmm..I'm not sure in this scenario. I doubt they would give you their cert and password...

    Maybe you can publish an update with your dev cert. Try a dummy build in xcode using the app id but with your app store provisioning and cert. Create an archive and use the validate tool in the uploader to see if there are any errors.

    Does the app/app id appear in your iTunes connect and the Dev center?

  • BasicTribe Amusing rant, and I share some of your frustrations.

    C2 is a fantastic tool but there are limitations and problems especially when it comes to mobile. The Scirra guys do an amazing job for a small team.

    I think a lot of problems on mobile are dismissed because Scirra haven't actually published a real game in the main app stores, with typical features. Things can work great in the lab - but in the wild of the app store with all the OS versions and devices things are different. Often the problems are due to 3rd parties outside of Scirra's control.

    My advice is to work around the problems and limitations or you will be waiting a long time. Or else learn native coding...or try Unity.

  • CreativeMind yes the native AdMob plugin also uses Cranberry's plugin (com.cranberrygame.phonegap.plugin.ad.admob)