ArcadEd's Forum Posts

  • Thanks, I did fix that once my app crashed the first time, I noticed the problem there. That didn't fix the issue with ads not loading though.

    What I am doing now is just refreshing the ads every 60 seconds globally in the app. Then whenever I go back to level select, it loads up the ad that has been refreshed. I'm guessing the preload only works for the initial load of an ad, then refresh loads in a new ad and gets it ready. At least that is kind of what debug is telling in eclipse.

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  • Yup, getting much better luck using the refresh ad. Now, do I still need to Show Full Screen Ad, or does the refresh actually show an ad as well?

    In other words, the first time the layout loads I am preloading and then showing the ad. The next time i want to show an ad, do I just use Refresh Full Screen ad, or do I Refresh and then Show again?

  • I'll try that and report back. Thanks.

  • 1. No, this confused for me a long time. You just setup a site on admob, doesn't matter if it defaults to banner. Then setup a fullscreen ad with mopub and link it to admob with the admob PubID. That was all it took. Of course you need to go through the process of setting up the CJS Cloud compiler to use the ads.

    2. I preload ads on the title screen start of layout

    I should also note, this is not just an admob problem. It does the same thing with GreyStripe and AdColony.

    So I don't know if it's a C2 thing, a CJS Plugin or CJS itself that is causing the issue. It's annoying and makes fullscreen ads pretty much pointless.

  • I've been at this battle for days.

    I cannot get fullscreen ads to show more than once a session.

    Here is my game setup.

    Title Screen

    Level Select

    Main Game

    Take note that I have tried this every way I can think of to make it fire a second time. Here is my code on my level select layout. The code works, but only the first time.

    <img src="http://content.screencast.com/users/ArcadEd/folders/Jing/media/937863ae-2591-4a0c-b1ce-970bd2f6fa7c/2014-01-12_0731.png" border="0" />

    Then for testing, I added this code to my Main main layout.

    <img src="http://content.screencast.com/users/ArcadEd/folders/Jing/media/07f1f8ee-fcba-484f-aa91-e6b3b2ff5fbd/2014-01-12_0733.png" border="0" />

    Now, I compile the game with Cocoon. I know all the settings are right because the ad does come up once. I install the apk on my device and watch the debug log in eclipse with my device plugged in. Everything works great, initially.

    <img src="http://content.screencast.com/users/ArcadEd/folders/Jing/media/95d8cd45-8c91-431d-adca-c9fbe250f5ad/2014-01-12_0735.png" border="0" />

    That's it. The information in the debug should be happening when ads are closed or every 120 seconds of the main game, but it's not. Even when I back out to Title screen and back to level select, it doesn't fire to launch a new ad.

    Now I realize my level screen code is strange only giving a 1 second time for the user to select a level, but this is just for testing. I've tried it multiple ways (on start of layout, etc).

    I'm going to send this to Ludie as well, as I don't know where the issue lies.

  • Unity allows export to Android, IOS, Browser(with plugin like stated), Windows 8, Windows phone 8, Blackberry, Mac, Linux, Windows, PS3, Xbox, Wii-U.

    Just wanted to clear that up.

    Like we talked about, I truly think this is going to be a much easier project if it's built in 3d (unity) and then you have 2 different cameras that you can switch between. Switching cameras can then switche the control scheme that allows you different moving (going from right and left of a side scroller, to 8-way of a top down for example).

    Of I am not saying this isn't possible in C2, I'm sure it is. I just think the easier approach is to go full 3d.

  • Not sure, it was a while ago when I downloaded it. Before LiteTween was available.

    I haven't updated it.

    I can try too and resave the capx

  • What BluePhaze said, plus putting on the top most layer and then creating the items in order from back to front. The object you create last in the event sheet will show up top most on that layer.

  • You just need to create it.

    For example, you need a background image for the menu, then the sprites for the buttons. Create a function that creates the background image and the sprites when you call it. Create another function that destroys all of those objects when you call it.

    Make sense?

  • Yeah, please let us know when it's ready. I currently have 5 games on FGL, would be a nice quick $1000 to implement the SDK :).

  • I created one for an example a while back using the EaseTween behavior.

    Not sure if it what's you are after, but you could then adjust the EaseTween settings depending on power. Like adjusting the Duration of the tween.

    Press Z to throw, that's all it does :).

    http://www.elf-games.com/games/grenade/

    Link to capx, requires EaseTween behavior.

    https://www.dropbox.com/s/vzucs5y7uon28vr/grenade-throw.capx

  • You will need to be a little more specific. Other users of what? Your game, this forum, crack heads?

    Without know what type of data you are trying to send and to whom, it makes it'a bit difficult to help.

  • You can't use phonegap build, you need to build manually with the phonegap sdk via Eclipse or Xcode.

    At least last time I checked that was how.

  • Yeah, this post is fairly old, I fixed the problem myself a while ago by creating larger layouts. Then using scrollX and scrollY to the center of the screen on layout start. That way I just use scale outer and no matter what device it's on, it's centered.

    Maybe I will do a tutorial on it one of these days since it seems like I answer PMs on it pretty often :).

  • Sure, but that is not how they have it setup :). So I am kind of stuck trying to get it to work with their code that they can't alter so it stays uniform per developer.