Artpunk's Forum Posts

  • SDK9

    So the 'Test Devices' setting in HeyZap > Publisher Settings is supported in your plugin?

  • I use InterstitialAd Avalible. This is the same thing FETCH.

    You mean 'On InterstitialAd Available' is the same as 'On InterstitialAd FETCH SUCCESS' right?

    I made all the conditions and actions that are in the SDK heyzap.

    Which HeyZap SDK does your plugin use ?

  • Hi A couple questions about your plugin.

    Is there any difference between the conditions:

    'On InterstitialAd Available' and 'On InterstitialAd FETCH SUCCESS'. It seems like they might do the same thing? Is there any difference between what they do exactly?

    What does the condition 'On HeyZap READY' do exactly?

    Also it would be useful to have conditions that check if ads are currently showing / not showing (ie can be toggled between 'is showing' / 'is not showing').

    'Is Interstitial Ad Showing'

    'Is VideoAd Showing'

    'Is banner Ad showing'

    Any chance these could be added in a future update?

  • Hi This plugin is working mostly well for me.

    But I'm having trouble with admob ads for some reason. Admob ads won't display in my game or when called from the debugger. When I try to show an ad in the debugger I get the error: 'Display Attempt Failed'. This happens for both Banner and Interstitial ads.

    Everything looks fine in the debugger, all entries are green. Just the ads won't display.

    Ads from all other networks display with no problems.

    Do you have any insight what might cause this? This is for Android by the way.

  • Hi I have a question.

    Does the condition 'On VideoAds Available' check that a video ad has successfully preloaded?

    Like, if I use:

    On start of layout > preload VideoAd

    Will the 'On VideoAds Available' condition then check if the video ad has preloaded?

  • My interpretation of the linked blog post is that you would export from C2 for Cordova? the same as if you were going to build with XDK or Cocoon.

    Then in the new build service I guess you will import the project.

    I could be wrong but I don't think you will need the plugins to be ported to C3 in this case because you're not opening the project in C3 to edit it.

    Is that right Ashley ?

    Nobody is "locked out" of their projects. When your subscription expires, it will be the same as opening a project in the free edition of C2. You can still open it and run it, you can see your events, open sprites and extract your artwork and animations, and even preview it to play it. The main thing you can't do is edit it or export it. You can see exactly how it works by opening Kiwi Story in the free edition of C3. It exceeds the free edition limits but you can still look around the project, access all the artwork and assets, and preview it. Your own projects would work similarly if your subscription was not renewed.

    I think people talking about being "locked out" or "holding projects hostage" are deliberately trying to make it sound worse than it is. It's the same as going back to the free edition of C2.

    Exactly as you say ASHLEY. When the subscription expires you will be able to open a project, look at the events, extract animations and sprites etc. But you wont be able to edit your game. And you wont be able to export it. You wont be able to do anything meaningful or useful with it. You wont be able to progress your project.

    So... do I really own my work under these conditions? The moment my subscription lapses, I can't do anything with my project.

    This is fundamentally different to how C2 works. I can open a project from a couple of years ago and start working on it straight away because I own a copy of the software. Same applies to Photoshop CS6 and earlier. I can open any files from any projects I worked on in years past with no worry about being paid up, because I own a copy of the software.

    If I create a project in C3, then allow my subscription to lapse, I can't do anything with it. So I think it's not far from the truth to say your project is 'held hostage'. C3 users will certainly be 'locked out' from editing and exporting their own work.

    You seem to acknowledge the the truth of those statements in your own post, while at the same time saying it's being made to sound worse than it is.

    I think it's exactly as bad as it sounds: You wont be able to edit or export your own work that you spend hours/days/weeks creating unless your 12 month rental is paid up.

    Please consider making a pay once option available for C3. I'd buy it!

  • Ashley in your blog post back in Feb you said you would be releasing updated iAP and Ad plugins for C3, but you didnt give any more detail than that.

    Is there any chance you can provide more detail about these plugins?

    -Will the iAP plugin support consumable and nonconsumable iAPs?

    -Will the ad plugin be for more than one ad network? Or just AdMob?

    Apologies if this info was posted elsewhere, I must have missed it.

  • The latest iOS update changed the way it handles file storage, I have some complaints about data loss as well.

    Nothing we can do about it since we're at the mercy of Apple's ridiculous decision to change stuff constantly.

    Just count it a blessing if your game still even works with new iOS updates.

    Yeah I was reading that Apple changed the file system.

    So you have received similar complaints from your users that they are losing game data when they update ? So data is being lost from LocalStorage in your case?

    I guess I need to put a note in the game description to say, 'Be sure to backup your phone before updating.'

  • Hi mate. I made a backup before updating. But the point remains that on updating my iPhone the data was lost only from my game, no other apps lost data.

  • Ashley could you give any more detail beyond whats mentioned in that blog post? Will the iAP plugin support both consumable and nonconsumable iAPs?

    With the ads plugin will it be for AdMob only? Will other networks be supported?

    Have those details been posted somewhere already?

  • I have a worrying problem with my game Cluckles' Adventure on iOS. I had two users report to me that they had lost all game progress after updating their Apple devices to iOS 10.3.1.

    And my own testing confirms these reports. I updated my iPhone5 to 10.3.1 and the game was reset. All game progress was lost along with saved data about control positioning and audio settings. I use LocalStorage to save the game's data.

    So apparently this particular iOS update is for some reason interfering with / removing the LocalStorage data for my game?

    -I can say that data for other apps wasnt lost on my device. It seems like my game is the only one that experienced this issue.

    -I have to assume that it's not happening to everyone. If it were I think there would be more people complaining about it. So I think its not universal, its only affecting a few users. But still I need to work out how to fix it!

    I'm wondering if anyone else who publishes to iOS noticed this problem? And does anyone have any ideas what I need to do to address this issue?

    I discovered this thread: Local storage/array losing data which discusses the loss of LocalStorage data on iOS. In this thread mentions that in the past iOS could delete LocalStorage files if the devices storage was low? Is this possibly related? In my case my device had 5.7 GB of free space when I updated the OS, so... seems like it has plenty of storage space..

    Thanks for any advice.

  • My game Cluckles' Adventure will be releasing on Steam on 10th April 2017 (PDT), with a 25% discount for the first week.

    Cluckles on Steam has some cool new features:

    • Two game modes (Classic and Speed Run). When playing Speed Run your level times are posted to the Steam Leaderboards. Compete with Cluckles Gamers around the world.
    • Full controller support.
    • Steam Achievements and Trading Cards.
    • A highly replayable and fun action / puzzle platform game!
    • Find all the chicks hiding in each level to be awarded a perfect star.
    • Featuring 108 challenging levels, full of secrets, puzzles, tricky obstacles and enemies. Hours of entertainment!
    • Cute pixel art graphics.
    • Amazing, catchy retro soundtrack by NMBoom.
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  • Just want to announce that Cluckles' Adventure will be releasing on Steam on 10th April 2017 (PDT), with a 25% discount for the first week.

    Cluckles on Steam has some cool new features:

    • Two game modes (Classic and Speed Run). When playing Speed Run your level times are posted to the Steam Leaderboards. Compete with Cluckles Gamers around the world.
    • Full controller support.
    • Steam Achievements and Trading Cards.
    • A highly replayable and fun action / puzzle platform game!
    • Find all the chicks hiding in each level to be awarded a perfect star.
    • Featuring 108 challenging levels, full of secrets, puzzles, tricky obstacles and enemies. Hours of entertainment!
    • Cute pixel art graphics.
    • Amazing, catchy retro soundtrack by NMBoom.

    ...ONLY concern was really exporting to consoles but according to their blog posts, they're looking into options for that....

    NotionGames Did you see the information posted yesterday about Xbox on the C3 site?

    From the release notes for C3 r13:

    [quote:2es54z0j]Feature:

    New Xbox Live plugin. This will allow integration with Xbox Live services and enable publishing Xbox One games. It is not currently usable during the public beta but is ready for when subscriber features are made available.

    [quote:2es54z0j]We are working on Xbox One publishing support for both Construct 2 and Construct 3! As Microsoft announced in March the new Xbox Live Creators Program allows tools like Construct to use their UWP export to publish to the Xbox One with Xbox Live services integration. As a small step towards enabling that in Construct 3, we are now shipping the Xbox Live plugin in the Construct 3 editor. Right now this move is mostly symbolic, since it's not available in the free edition which is what the public beta is currently limited to. However it's there ready for when subscriber features become available, including in the Newgrounds Gamejam in May. Yes, we will also be back-porting this plugin to Construct 2 as well! The next C2 update will also include it, but we are still super busy with more details of the C3 release (like preparing the SDK). We hope to get round to that soon!

    Ill be grabbing C3, but in the short / medium term Ill still be using C2 so it's awesome that his Xbox plugin will be available for C2 as well. Im super excited about that. Im about to release my first game on Steam, and now it looks like shortly after Id be able to work on releasing to Xbox too!