bon4ire's Forum Posts

  • rob I forgot to mention, to test a purchase a different account other than the developer's must be used. Ask a friend if they can download it for you.

  • :D I know. I saw it more as an assisting tool.

    But yes, I don't believe C2 should encode for video since there are way too many tools out there that can already do it.

  • there's firefogg, a firefox extention thats an excellent webm encoder. It's interface driven tho. Free too.

    firefogg.org

  • Did you use the signature for your app from the Google developer console? It would be under Services & API's. You take that entire string and enter it in the CocoonJS compiler in In-App Purchases --> Configuration.

    Then click the Extensions tab check the 'store' box.

    Compile it, sign it and upload to Google play.

    Lastly, the app has to be live on Google Play.

    Now, it works to the point where you can purchase. A screen comes up and asks if you want to purchase. After purchase the screen goes away and that's about it.

    The verification flags to pass onto C2 to see if an item is already purchased, needs refund, date of purchase etc. is not currently working.

    Right now there seems to be a tug of war going on. Ashley mentioned he implemented the cocoonjs code for IAP and is waiting for Ludei to instruct how to use it.

    Ludei on the other hand keeps pointing to their IAP wiki reference as instructions of how to use it in their forum. It's useless to us C2 folks since we can't access the info in C2 format.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I'm currently using mopub to serve ads into my apps for both android and iOS. Both compiled using the cocoon compiler.

    My question is not so much 'how' to use mopub but 'what' values I should use when entering CPMs (for banners, full size pages, etc.)

    Mopub recommends a minimum CPM of .05 across the board, which I did. And I'm happy that it's earning something. But am I selling myself short?

    There's also this column next to the CPM input fields called eCPM's that contains a cost much higher than the minimum. Sometimes in the .40 cents to .55 cents. Heck, what's the difference between the two?

    I've tried to read up on CPM's and ECPM's and thought I understood it. But it seems the more I read into it, especially on ECPM's, the more confused I got. It's my understanding that ECPM's are average bid prices? Btw, I'm using the Marketplace section of Mopub.

    Right now, my CPM's were raised to .40 for full page ads and half of that for banners since the ECPMS were just higher than those numbers.

    I've a feeling my method is all wrong and I'm hoping someone familiar with this can chime in explain this in layman's terms.

  • +1

  • You'll need at least version 123.2.

    It's partially working to the point where an order can be made, but that's about it.

  • I was looking for something similar for iOS.

    What I ended up doing for iOS is follow these new guidlines from apple:

    https://developer.apple.com/library/ios/#qa/qa1633/_index.html

    Basically it's using a link in this format,

       "http://appstore.com/{app or publisher name}"

    without any spaces or weird characters in the name.

    So, for example on my app "'BANG! Sound effects' I have C2 action that calls a browser action to http://appstore.com/bangsoundeffects

    It works for iphones and ipads.

  • I'm happy to say that the app is also now available for iOS in Apple's app store.

    http://appstore.com/bangsoundeffects

  • R0J0hound Thanks! It worked :D

    I tried to adopt for touch by replacing all mouse references to touch.

    The part to launch the ball with a mouse click down I changed to 'touch end' When I did that, the ball no longer launched.

    Here's an attached capx to look at.

    dl.dropbox.com/u/17062392/proj_path_phys_touch.capx

  • This is perfect and exactly what I was looking for!

    Although there's a consistency problem when I changed the posx from 0 to half of the window width. When I move the mouse in -x direction of posx the parabola is different than when it's in the equal opposite side of posx. Moving the mouse across the screen from left to right, the parabola height grows.

    I figured it had to do something with mouse.y-clamp(mouse.x, 100, 1000)) but I somehow end up screwing the path when attempting to modify.

    Have you a suggestion?

  • Wow! That is awesome!!

  • Wow! That would be great if they did!

  • You do not have permission to view this post

  • I find it quite exciting, really.