BluePhaze's Forum Posts

  • ameersak You select the iframe plugin object on the screen/layout, then in the properties for it under Style you add "border: none" without the quotes. This will remove the border on the iframe. Be careful what size you set it to as well because if the page you are loading into the iframe is bigger than the iframe you may still get scroll bars even if scroll is set to no. And that looks really bad in a mobile game :)

  • hazneliel You need to have logic to handle the on purchase failed. My assumption here is that your logic is simply moving to the next step without handling the purchase failed event. Use a variable to track if they did the purchase, only set the variable to yes if on purchase failed does not get called.

  • funkyos Ah, ok. Windows lets you do a trial mode so even paid apps can have a free download. You then control what happens in trial mode vs full license. So I could show ads in trial mode, and remove them if the app has been purchased. Wasn't sure if google, etc... Had a similar option. Sounds like they don't. Though cocoonjs does have a has app, or purchased app check I believe. Sounds like the variable route with IAP is the way to go on ios and android.

  • funkyos Instead of having an in app purchase called remove_ads, can't you just check to see if the app is purchased? Wouldn't that simplify it and not require a restore of purchases?

  • Darklinki Do you have some time to go over how you integrate with your apps on these? I am trying to support both free with ads and paid with no ads in the same app...

  • Hello All,

    Currently all versions of my game are for pay. I want to support free with Ads, and then disable them when they purchase the app. I don't want separate versions of the app because this instantly removes you from being eligible for promotions and being highlighted in certain marketplaces.

    Currently my game is available on Windows 8, Google Play, Amazon and Tizen. It is currently going through the approval process for iTunes(iOS) and Windows Phone.

    I need to find good way of doing this (hopefully across platforms).

    For windows 8 I tried the Windows 8 Advertising plugin but it just gives me JavaScript errors and causes the app to fail certification. This would be ideal as it is a design time object that I can place in my layouts and then would be able to destroy it if "App Purchased" is true.

    So next I am left with putting a div in the index.html of the app. This will work fine, except that I need to be able to disable the ads if they purchase my app. Has anyone found a good way to do this?

    For iOS, Google Play and Amazon I have a Premium Ludei CocoonJS account, I just don't know the best way to display the ads if the app has not been purchased, and turn them off if it has. I have read through some of the tutorials and none seem to specifically go over this piece. Unless I missed something. So here is a summary of what I am looking for:

    Step by Step on support ads and turning them off when the app is purchased:

    1. Windows 8 - Free with Ads, Purchase to disable ads. (pubcenter is already setup). Plugin or Div method?

    2. iOS, Google Play, Amazon - Use CocoonJS to display and disable ads when purchased...

    Also, when the user sees ad's in the game, do you use interstitial (full screen) ads? If so what do you do to hide them so the user can continue to play if they do not want to click the ad? Display the ad via a timer?

  • Opender did you ever get past that error? I get the same one...

  • kenhes How did you get past that error in regards to undefined properties? I am getting the same error and so can't test my game in visual studio to make sure the ads work...

  • not to highjack.. but one of these days I would love if you could share your boomerang logic with me... I was originally going to have the rock throw in my game be more like a boomerang where it went out a certain distance, then returned to the current position of the player. Never quite got it...

  • gfigueroa I have two tutorials that I put together for learning how to do platform type stuff (wall jump, double jump) and they went over really well with the community. It is definitely worth taking the time to put some good tutorials together. I have a few more I want to do I just can't find the time currently with releasing our game on 5+ platforms in a short period of time. But yeah, it is worth it, go for it!

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  • gfigueroa did you have to do anything to optimize for Windows Phone above and beyond what you did for Windows 8?

  • I ended up using all three of the Tizen related tutorials but got my app certified and accepted on the first try. Fingers are crossed that we do well in the competition! On a side note in my config.xml I used the all screen sizes feature that is in the C2 default config.xml for tizen, and the rest of the info in there was combined with the config file that the Tizen IDE creates. I basically used both of them to create a config that included all necessary tags from both and it worked like a charm...

  • I tried inkscape and GIMP and ended up going back to adobe, I use Illustrator for most of my game art as I prefer vector work and I really don't like pixel art at all. Vector work scales much better so I can re-use the same art much faster in different platform ports of my games.

    Inkscape and GIMP just didn't have all the options I wanted compared to Illustrator CC and Photoshop CC... but they also aren't free. Out of all the free options I tried, GIMP and InkScape were the best, GIMP is more raster art like photoshop, InkScape is more vector like Illustrator.

  • Alright, here is the Official Gameplay Trailer for Root's Cubedonian Run:

    [TUBE]http://www.youtube.com/watch?v=ZKQAYlsODlA[/TUBE]

  • I just exported as a web app and ran the index.html, then hit the "Allow Blocked Content" in the bottom of the IE windows when it popped up.