CDogs1964's Forum Posts

  • I have added my game to facebook and I am using my app ID and name when I add the plugin to XDK build. It used to work for me so I am not sure why I cannot get it working now. Waiting to hear back from Sang Ki. Will let you know. Thanks.

  • I tried using the method in the link. (Which Sang Ki suggessted too) I obviously replaced the values with those of my game.

    <intelxdk:plugin intelxdk:name="https://github.com/cranberrygame/cordova-plugin-facebook" intelxdk:value="https://github.com/cranberrygame/cordova-plugin-facebook" >

    <intelxdk:param intelxdk:name='APP_ID' intelxdk:value='311180863621111' />

    <intelxdk:param intelxdk:name='APP_NAME' intelxdk:value='Avoid Bird' />

    </intelxdk:plugin>

    The game built successfully, but when I click the button to test publishing something to my wall, nothing happens.

    I also added using the plugin manager within xdk with the same results. I have tried prompting for post as well as publishing post, but no luck as of yet. I emailed Sang Ki so I hope i can get some direction from him.

    I use a couple other of his plugins and they work great so I hope i can resolve this one.

  • I got AdMob and UnityAds working fine with your help Thank you so much!

  • cranberrygame I have been using some of your plugins and I am happy to see you taking this step. I purchased the plugins earlier so that I would have the latest and I wonder if there is any documentation describing each plugin? What events and actions are available for each?

    Example: I cannot seem to preload a reward video with the Unity Ads plugin, but I can check if one is loaded? There is actually "Loaded rewarded video ad" and "On rewarded video ad loaded".

    Any help would be appreciated.

    Best of luck on your sales!

  • Thank you. I did not realize they were for sale in the store. I asked in here because I was hoping to get some feedback on the support levels etc... Thanks again!

  • I have been off the board for a bit and I was wondering what the latest was regarding Cranberry Games plugins? Originally, he had said they would be free and you would pay for updates or new plugins. Is this still the care? Is he supporting them? Has he updated them recently? (Native AdMob plugin has been working fine for last month and just stopped working for no apparent reason so I thought I better start looking elsewhere.)

    Thanks.

  • I do not think the "native" facebook plugin works with mobile apps for the same reason the Twitter plugin does not work.

    Twitter plugin compatibility

    Since the Twitter API depends on opening separate browser windows, it usually only works inside a normal web browser. This means the button may not work when built in to a native app for Android or iOS, such as with Crosswalk, Ejecta or CocoonJS. To work around this, use the Browser object's Open URL in new window action to open a Twitter page instead.

    I am having the same problem with cranberry's facebook plugin. "Given URL..." I was advised to use cranberry's shareapp plugin because it is easier to use and it allows you to share to multiple online social media sites. I have not gotten around to trying it yet. Will let you know if I get to it later.

  • Ribis When do you expect to have this available for sale? Thanks.

  • zenox98 My apologies...how do I see this is in the closed bug section? I searched forum and this came up. Thank you.

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  • I upgraded to Windows 10 today and I am now getting this error. I uninstalled and reinstalled C2 and I made sure my graphic drivers are updated. Any other solutions?

    I also tried running in admin mode without success.

  • Ashley I upgraded to Windows 10 today and I am getting this same error. My graphics drivers are up to date. I uninstalled and reinstalled C2. I get this error and then C2 shuts down. (loadLibrary failed with error 1114...)

    awmace5 May I ask what version of C2 you are running? I updated to most recent beta. (218)

    Thanks.

  • The store used to have plugins for sale in it, but it promptly filled up with plugins costing £40 or more IIRC. I was very worried this would create the perception with new users that they would have to end up paying double or even triple the price of a personal license to get the features they wanted

    I understand what you are trying to say here regarding high prices, but the flip side is people like me bought C2 thinking I could easily publish to mobile with monetization and social media sharing features included. My thought is if the good plugins that work cost $x, then that is the market. I would think it is better to let people know what it might take financially to get what they want then to leave them feeling frustrated....as some of us are now.

    Leaving the plugin developers on the outside leaves us games developers unsure of which path to take. As an example, try to imagine what a developer thinks when he sees people talking about cranberry's facebook plugin or his admob plugin. My thought was "Why is there something being offered outside C2 that C2 offers out of the box?".

    Again, I love C2 and I am plugging away to make it work, but part12studios suggestion that we have a clean, well-defined path to mobile (with monetization) that we know works would be great.

  • I have actually backed out the plugins because they were not working. I am in the process of trying to build it one plugin at a time. Another problem I have is the game locks in Portrait mode. If I preview and start in Landscape, it is good. If I flip phone, it switched to portrait and I cannot get it back. i have set it within C2 and within XDK.

  • I feel like I am progressing backwards with this process. I had my game working all the way to a build. I was not able to get ads working so I am stripping back the game and I am going to add plugins 1 at a time before proceeding to next step. I currently have a "pure" C2 game. Itt runs fine when I run within C2. I exported from C2 and imported into XDK. Now when I try to run in Emulate, I get a blank screen and nothing else? If I run in Test with XDK using their App Preview tool, it runs fine on my phone.

    Any thought why it would not run in Emulate? My frustration with trying to publish to mobile with C2 is reaching a breaking point so I am going to try and take it 1 step at a time. Any help would be appreciated. Thanks.

  • Excellent discussion! The ability to add monetization methods without running into issues when you go to publish is key. Without this, I see C2 as something for hobbyists or as something people will move away from when they decide they want to make some money on the games they are creating. Th tool is so good, I would hate to see that happen, but I have read in other threads how people have given up and pulled features from their game simply because they could not get a clean build made.

    Personally, I am in the midst of this situation now. I spent about 6 months creating my first game. I knew exactly how I would monetize the app, but waited until the end to actually add it in. Everything was working great until I got to this point and it has been nothing but headaches since. I actually downloaded Unity at one point, but I enjoy working with C2 so much I decided to try again.

    By the way, I loved the "it's not torches and pitchforks" comment! We all love the tool, but the business side that comes after making games needs to be addressed. Thanks for your time.

    I also think the ability to share info with social media from within a game is very important. This seems to be causing less headaches.