Artpunk's Forum Posts

  • Hey Irbis thanks for getting me up to speed, thats really useful information to know.

    Well, from your description we totally need that functionality! Any opportunity for us to tap into higher earnings with our games is a win all round! If it helps us make a viable living developing games, then its good for Scirra too because the more options there are to generate decent income, the more widely it will be used.

    Id really like to be able to take advantage of those features you describe in the latest Kongregate API.

    I see Ashley has already posted in this thread to say that he'd rather Kongregate create a plugin for C2. That makes sense to me, has any one actually contacted them? Ill drop them an email to see what they say.

    Also, rexrainbow gave good advice. Requesting one of the developers on the forum to make an updated plugin is an alternative. Did anyone post a request in the Addons subforum?

  • So after some time and testing... A friend of my who is making HTML5 games and posting them on Kong - is making 3 times more money. With the new API and ads. Meanwhile - we're stuck with 3-4 years old API in C2 and make 1/3 of the possible profits :>

    Irbis I havent published on Kongregate so I haven't researched how ad revenue works on that platform yet.. just wondering if you can explain this comment above? How come a newer API allows users to make more money from ads? Is it because more options are available for different types of ads or something?

    If thats true, seems a simple thing that should be updated in C2 to allow C2 devs to maximise possible income

  • Nobody will be getting rich from a game with 50 installs

    But we are currently seeing about $8 cpm in total, some days as high as $18 cpm but it really does depend on a lot of factors. The guy who made Artillerists has such a low cpm because of where his traffic is coming from, but I still think you can make more money with rewarded video ads, no?

    Which ad network are you using sidneycat? and which platforms are you on? (iOS and / or Android)

  • I like the look of your game a lot <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> if you need beta testers I'd be happy to lend a hand! Did you produce all assets yourself?

    Yeah I made all the artwork for the game, I like pixel art and I was making 2D art for other people's games before I started developing my own, so I have a bit of experience with 2D art and animation. I contracted a composer to make music for me though, which is nearing completion.

    Im not sure what to do about beta testing actually... I wondered about posting the game on the Arcade and asking people to leave feedback on the forum here. Not sure if that would be a good way to do it... otherwise I only have a handful of potential beta testers, so I might take you up on that.

    I'm currently working on Kitten Chaos - available on Android right now: https://play.google.com/store/apps/deta ... s&hl=en_GB

    It's currently a pretty simple game about rolling really fat kittens past obstacles to their baskets. Starts slow and easy but gets much more difficult later on <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">. Nothing groundbreaking at the moment, but once I've got it sorted on iOS, I'm looking forward to the upcoming content I have planned for it! If you check it out and have any thoughts they are always welcome <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Downloaded Kitteh Chaos. Ill pm you with feedback once Ive had time to play it a bit.

  • I've been speaking via pm with another guy who posted in this thread too. his name is. He says Appodeal will work on iOS but not via XDK. He says u need to use Cordova CLI on a Mac device (or a virtual Mac OS running on VM Ware should apparently also work). But I can't understand the process from his messages.

    I think the general process is something like this:

    -in ur Mac environment create a new project in Cordova CLI

    -Open the project in Xcode and replace the www folder with the www folder from ur exported game (exported as a Cordova proj from C2)

    -then build in CLI and that's ur finished project u can upload to the AppStore

    He also says you need to use the cranberry Appodeal plugin or he thinks the official Appodeal plugin may also work, but I can't understand from his messages at what point these plugins get included in the process? I guess they get added to the project in Cordova CLI before building or something?

    So, I would prefer just to do it all in XDK but if this method above is the only way to get Appodeal on iOS, I'll be trying that.

  • Hi everyone,

    a) Has anyone managed to get Appodeal to work on an Appstore published app?

    b) If I need to change monetisation options, does anyone have any suggestions? I'd like to stick with the reward video format - I think I'm aware of the most common options but what is everyone else using for iOS?

    Does anyone have any advice on getting video adverts from any source on iOS?? It would be really appreciated!

    I am looking for solutions to these exact questions! I'm researching the same stuff, so Ill post if I have any success.

    Would be great to hear from anyone publishing on iOS who has got ads into their games? Which networks you are using?

  • Tomorrow or Sunday I'm going to have another decent go at getting Appodeal to run via XDK, maybe I missed something last time - I'll let you know if I have any success.

    How did you go with this TMAJA? Any luck?

  • Great stuff - thanks for the information, I was mainly just looking for how you were exporting to iOS. I know a lot of people right now are struggling with blackscreen on iOS 10, from apparently healthy apps. Are you using testflight to get your app to the device?

    (also, very curious to see your game when it comes out )

    Yeah Ive been reading the threads of people saying that their games are breaking on iOS10... I half expected to have problems with mine, but guess I was lucky. Seems like no problems. Probably because my project at this stage is very bare bones, there are no 3rd party plugins or anything, so I guess less opportunities for problems.

    I dont use testflight. My testing process is > just build in XDK, then download the ipa and get it onto my iP5 with iTunes...

    Its been a while since I set up all the Apple Developer stuff, but from memory the developer certificate allow me to install my ipa on one apple device purely for testing? Does that sound right? The various options you have to choose from when setting up the Apple dev account are super confusing... I think I have to apply for a difference certificate when Im ready to actually publish... Will deal with that down the track.

    I posted about my game here, although I havent updated for a while... just focused on getting it completely finished, then Ill put up a bunch of new screen caps and gifs etc.

    What are you working on TMAJA?

  • Well I haven't changed anything in the way im exporting (C2 > Cordova > XDK) and I haven't done anything in my project that could account for such an improvement. Also, my tests on Android devices return no similar improvement, the fps and cpu usage haven't changed since my last tests on those devices. The only improvement was on iP5 with the updated iOS. So its improvements in iOS10 as far as I can tell.

  • Im noticing a big improvement in my game's performance on iOS10

    On my old iPhone5 running iOS9 my game would run at around 45 - 55 fps, with cpu usage at around 60 - 70%.

    It was certainly playable, but it was a little jerky in places especially during moments of fast - paced play, with many enemies moving around on screen etc.

    With iOS10 Im getting constant 60fps even on the busiest levels and the game-play feels noticeably much smoother, again testing on the same iP5. Interesting to note tho the cpu usage reads higher at around 80 - 85%. But despite that the game definitely runs better.

    I guess Apple did something in this update which allows improved performance for our games. Anyone else noticing this?

  • Keep me posted if you get anywhere would you?

    Yes I will. Hopefully within the next few weeks ill be at the stage of trying to integrate ads (and other stuff like analytics and achievements etc), so ill post if I get things working properly.

    Tomorrow or Sunday I'm going to have another decent go at getting Appodeal to run via XDK, maybe I missed something last time - I'll let you know if I have any success.

    That would be great! Looking at the Appodeal wizard, if you choose Cordova as the framework used, rather than Construct2, you get the option to choose iOS as the target platform in the next step... But then I dont understand how to integrate the resulting code at the end of the wizard.. whether it can be used with XDK, or if it involves a completely different way of building or something? I'd look into it soon. But yeah, keen to hear how you get on.

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  • ... I should however note that there was a beta release that described a bug fix for the official plugin...

    The release notes say:

    "IAP plugin: Javascript error using preview-over-wifi"

    Does not sound like its related to what the member above is talking about (offical iAP plugin not working with iOS?).

  • Ok thanks... further research needed then..

  • TMAJA I haven't tried yet. Very soon I'll be attempting to get ads into my game so I'm just reading up about it now.

    Well actually the author of that tutorial I linked above (his name is STARTECHSTUDIOS) told me in a pm that Appodeal works with iOS. But I'm hazy on how to implement it. I think his tute is specifically for Android not iOS.

  • how incorporated appodeal to construct 2?

    There is this tutorial for Appodeal: Simplest Appodeal Ads Tutorial

    if you using xdk

    Thanks for posting that link for Appodeal with XDK. Does Appodeal also work with iOS in your experience? I notice in that video he only builds for Android from XDK.