ArcadEd's Forum Posts

  • No it was a later game, on the 360.

    I don't really plan on it, at least not in my mobile games.

  • I remember one of the basketball games you could actually shoot around by yourself while waiting for the game to load. Might have been one of the street games.

    Mario 64 you could grab his face with the hand and stretch it around, haha.

  • I think the best thing to do is try it with the gamecenter options. I believe the plugin is designed to be more generic (leaderboards, achievements, purchases, etc) and then when you cloud compile it takes note of which options you select in the cloud compiler and compiles each distribution differently based on your selections. Then you just need to name your leaderboard the same on both Google Play and GameCenter and then you can just say, post this score to this leaderboard in C2. I think the name gamecenter in the plugin is confusing.

    I'm not sure if I am explaining that very well. Does it make sense?

    When I have time I plan on trying it myself.

  • I have a question on the forums about the Google Play Games support. I also emailed support and they said they would just answer the question on the forums. That was 4 days ago.

    http://support.ludei.com/hc/en-us/articles/200862506-Construct-2

  • I didn't design the game to have room for a banners during gameplay, which is why I am just using Interstitials on WSKF2. I'm pretty happy with the results so far. As the game gets more installs, the numbers will just increase.

  • szymek

    Here are some stats from a full day (yesterday).

    Let's Spell and Word Search are both running Banner ads and were built using phonegap through eclipse. I manually added in the admob sdk.

    Let's spell has 14,000 active installs and Word Search as 16,000 to give you an idea.

    Word Search 2 is just running admob interstitial ads through mopub/cocoonJS. It has about 1,000 active installs currently.

    883 Requests

    $1.35 revenue

    $1.56 eCPM

    Right now it's working ok, much better than greystripe. Once I have a full month of it running, I can give some better numbers.

  • If you are using the platform behavior on the player, you can use the New Vector action adding or subtraction from vector x and vector y.

    You should already have a instance variable on your player stating which direction they are going in, so based on that, you make the player get knocked back.

    Here is a pretty crude example.

    https://www.dropbox.com/s/1hw2sqs76iaiir9/knockback.capx

  • What I did above worked. So in a nutshell.

    On start of first layout, preload ad.

    Show that ad when you want. If you want to show another ad at another time, use Refresh Ad to gather a new ad and then show it when you want.

    Hopefully that makes sense :).

  • 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.

  • 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.

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  • 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