Artpunk's Forum Posts

  • any reason you dont want to use Chartboost with cocoon?

  • Oh yeah that level is hard with the tricky bit at the bottom. The game gets easier for a while after that level. Drop down then use the double jump to hop over onto that little two-tile platform. From there it's manageable. You gotta get the chick up the top though

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  • Hi Well that original app is unpublished now. I guess you were getting updates while I was still working on that version of the app developing the iAP. But it hasn't been updated beyond a certain point. And like you say, any future bug fixes or added features wont be added to the version you have.

    Glad you like the game. How far have you progressed? Do you find it too challenging, too easy? Did you actually purchase the iAP to remove ads? Did the purchase work?

  • This sounds like a problem I had a while back. The fix for me was the solution posted in this thread: Android Chrome's loss of sound

    For me, if my game was allowed to sit for a few minutes of inactivity then music and/or sfx could occasionally stop working. This would happen if I left the game open in the menus, in a level, paused, with an add open. Basically in any stage of the game.

    I followed the fix in the thread above and it solved the problem. It involves making an inaudible sound play once every second throughout the game.

    Im not sure if thats the scenario you are experiencing. For me it involved a delay. Like, if I put my phone down for 1-2 mins, then came back to the game, the sound or music might have stopped working. If you're experiencing something more immediate, like going straight from the leaderboards back to the game within just a few seconds, with no delay involved, it's probably not the same issue. In that case, as you say it might be to do with the events you have to start / stop music... although your sfx shouldnt crap out... the fact that your sfx stop working suggest it *could* be the same bug discussed above... coz its not like you have to turn the sfx on / off, or pause them like you do with music.

  • Cluckles' Adventure, available now on the AppStore.

    Free game with Chartboost ads + in-app purchase to remove ads.

    Check out the Gameplay trailer on YouTube.

    Very keen to hear any feedback you might have. Please post feedback in my forum thread here.

    Thanks!

  • UPDATE

    I have relaunched Cluckles' Adventure on GooglePlay, and it's also available now for iOS on the AppStore.

    • The game now features an in-app purchase to remove ads.

    In addition I also made the game compatible with older Android versions. Initially I restricted the game to Android 6+ because I was worried older versions of Android would give poor performance. In hindsight I decided I was limiting the game to too small a pool of Android users so I changed it to work on Android 4.4 and above.

    Unfortunately this meant I had to make a new listing on GooglePlay because once a game is published, the target Android SDK can't be changed to an older version. I only found that out when I tried to change it.. So that means that anybody who downloaded Cluckles' Adventure when I first made it live on GooglePlay will need to install the new version. The old version wont be updated and wont have the iAP to remove ads etc.

    And that means you'll lose any game progress.... sorrrrry

    Some links.

    Google Play

    Apple AppStore

    YouTube Gameplay Trailer

    Website (itch.io)

  • Its the way intel xdk compiles your file. When installed it also installs a browser with your game which adds in the extra file size where as cocoon only relies on its canvas.

    Yeah, kinda meed that browser.

    I was thinking about going to cocoon, hate paying that much just to get rid of a splash screen though.

    In Cocoon you can choose to use WebView+ instead of Canvas+. When you build with WebView+ Cocoon includes a whole browser when it builds your game, it's bascially Cocoon's version of the Crosswalk browser that XDK includes when it builds your game (so I've been told). When I was using Cocoon a couple months back, I got very similar performance with Cocoon (WebView+) as with XDK (Crosswalk). Files sizes are similar too.

    And if you use WebView+ Cocoon doesn't brand your game, they only put in their splash if you use Canvas+ (pretty sure im right about that... the whole time I was testing with Cocoon (WebView+) I never had their splash screen show in my game..

    ....As much as I like intel xdk for ios builds i perfer cocoon for android builds just wish there was a working ad plugin for it

    I was able to get Cranberry's Chartboost plugin working with Cocoon and XDK. That was one plugin that didnt seem to give any problems..

    Appodeal is another possibility. I had that working with XDK, but I can't remember if I had it on Cocoon as well. Appodeal has a dedicated plugin for C2 which is supposed to work with Android and iOS, and its apparently good for revenue. In the end I settled for Chartboost because it was working with no bugs.

  • So Artpunk i can export the game from C2, build with Intel XDK and download the Arm onto my phone.

    My problem is (from my other posts - getting a white screen flash before my splashscreen) i do not have ANY plugins showing under plugin management. Nadda. Zilch. 0.

    Before i could see the core plugins from cordova. And after i added the cranberrygame plugins, i could see those. Now it's empty. When i click on the + on plugin management it drops down to show "Add plugins to this Project". Even if i add Third-Party plugins it shows nothing after.

    Tried removing app from Intel, uninstalling Intel XDk and re-installing, but nothing. I don't have any clue what's going on.

    I'm not sure Jeffige, thats never happened to me..

    For the entirety of my project I have only ever added plugins via the Plugin Manager in XDK and its worked well.

    Have you done anything like, directly edit the code in the config.xml or other files or something?

    Why dont you start an entirely new project in XDK. Import your Cordova project, and add all the plugins you want to use via the Plugin Manager. That's all I can suggest.

  • I have about 100k active users and ads generate about 1,500 - 3,000 a month.

    Thats pretty awesome! I find it super motivating to read reports like that. I hope I can make decent income like that from my game(s). I dont have any stats to share in your thread because my game isn't properly released yet, but after my game has been published a while Ill post user / revenue numbers.

    Can I ask, are your user / revenue numbers from one game, or several? And what ad system are you using?

    I elected to use Chartboost in the game im currently developing because I read around the place that it could earn more than Admob, but I dont know if thats true..

  • Yes, I think, i didn't changed anything but app verson code.

    Well, no I think you didnt just change the App Version Code, I think you changed the Minimum Android API from 23 to an older SDK version (looks like 21)... So I think you need to change it back to 23 in XDK, build a new apk and upload that.

  • I got a similar error when I tried to upload an apk that targeted an older SDK (older version of Android) than the apk I'd previously published to alpha. GooglePlay doesn't allow you to target an older SDK once you've uploaded and published an apk that targets a more recent SDK.

    That error looks like it's saying u previously published an apk that targeted SDK 23, then tried to upload an apk targeting SDK 22 or lower. Is that right?

  • Hi jeffige

    The process for adding the CordovaGame plugin to you game is:

    In Construct2 add the plugin to your project. In the 'Properties' add the Android App ID number (get this from GooglePlay dev console)

    In XDK Do the steps:

    -Go to Plugin management > Add third party plugin > 'git repo' > enter: https: //github.com/cranberrygame/cordov-plugin-game.git

    And, still in XDK, you need to add the Android App ID (Same number you used above) in the variable field for APP_ID.

    To access that variable field you may need to click the 'edit' icon for the 'Cordova Game plugin'. Where it says 'Change version or variables'.

    It looks like this is the step you are missing... you need to add the Android App ID to the plugin in XDK..

  • Hopefully the cranberry one works for you

    Well, the CordovaGame plugin worked for GameCenter first try! So that's done.. although I still wish I knew what I was doing wrong with the official GameCenter plug.. oh well.

  • Not sure if this will help but these are all the pre-installed plugins by intel xdk. After you built your ios app did you download the ipa and use the mac utility tool to send it to itunes?

    Thanks for that, but I think all my plugins in XDK are in order.

    Yes I use Application Loader on mac to get the ipa onto iTunesConnect.

  • Im using beta 240

    As far as I can see I have everything setup in ItunesConnect the way it should be... I can't figure out why the offical GameCenter plugin wont work for me.

    I guess Im going to switch to CordovaGame coz I cant see what else to try..