cgsammu's Forum Posts

  • OMG!!! you are right!!! its working now!

    Thank you so much for the support my friend!

  • yeahhh I tried this method already, still the same.. =/

  • CocoonJS's Canvas+, Compiler version 2.0.2

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  • Hey guys,

    Im just having a hard time submitting my iphone app to the App Store..

    I keep getting the "Invalid Binary" missing architectures [arm64] in xcode..

    If anyone has a solution, please let me know!

    Thanks!!!!!

    Reference:

    http://stackoverflow.com/questions/2576 ... turesarm64

  • Nice job on your game by the way~ ahahha so cool!

    So, I actually have my company Logo as first thing that shows up..

    why does a fake loading bar fix this? isnt it the same?

  • Is there a fix for this yet?

    Its only happening on Android devices so far..

    Also, the game loads fine after the Ludei Splash Screen as well.. its just the flickering kinda bothers me

    I read I needed to remove facebook or keyboard plugins, but i have none of those

  • I tried both 1.47 and the recent 2.0.2 that was released

    My ads work 100% on iOS because there are 4 Adunits separating phone and tablets.

    But GooglePlay only gives 2 Adunits.......Do you know if this means I am only allowed to pick one?

    Urgh....i hope I dont need to make 2 builds of the game now =(

  • Im using MoPub/CocoonJS to drive the ads on Google Play

    So on the Ludei's site:

    Dev Portal> Services > Ads

    There are 4 spaces for the AppStore: (which is awesome!)

    AdUnit___________ for iphone Banner Ad

    AdUnit___________ for iphone's Fullscreen Ad

    AdUnit___________ for ipad's Banner Ad

    AdUnit___________ for ipad's Fullscreen Ad

    For Google Play, I only see 2......why arent they separated into phone and tablet?

    AdUnit___________ for Banner Ad

    AdUnit___________ for Fullscreen Ad

    Do you know if I'm miss something? how come there's only 2 for Android?

    Is there a way in the settings that can give me a total of 4 AdUnits?

    Thanks!!!!!

  • Hmm, so on the Ludei's site:

    Dev Portal> Services > Ads

    There are 4 spaces for the AppStore: (which is awesome!)

    AdUnit___________ for iphone Banner Ad

    AdUnit___________ for iphone's Fullscreen Ad

    AdUnit___________ for ipad's Banner Ad

    AdUnit___________ for ipad's Fullscreen Ad

    For Google Play, I only see 2......why arent they separated into phone and tablet?

    AdUnit___________ for Banner Ad

    AdUnit___________ for Fullscreen Ad

    Do you know if I'm miss something? how come there's only 2 for Android?

    Is there a way in the settings that can give me a total of 4 AdUnits?

    Thanks!!!!!

  • OH WAIT!!!!! ITS WORKING!! OMG ahahaha

    I was testing on a tablet, while the ads were set as phone scale (didnt know that mattered) but it started working after i set it to "tablet" =)

  • Thanks for the reply Refais23!

    I just tried it, its still the same unfortunately...

    Banner Ads work, but the fullscreen doesnt work.... I get like 24 attempts but 0 impressions on it

  • Do you guys have any luck getting Fullscreen ads to work on android devices?

    Im using Admob/Mopub

  • nevermind! I got it all working now! posting in-case someone else had shared the problem

    I basically had to publish the beta and add my own gmail to the list in order to test the IAP stuff

  • Hey guys,

    I have successfully implemented both Ads and In-App-Purchasing on the iOS,

    Im trying to do the same for Google Play now, but I'm having some trouble with the IAP part..

    Problem:

    I cant seem to get my game to connect with CocoonJS in Google Play

    http://support.ludei.com/hc/en-us/artic ... -purchases

    Check list:

    -I got the Google Play public signature pasted in Ludei's site

    -The naming of the IAP is the same as my iOS/C2 as well, so technically it should fetch

    -I also added my email as tester

    -My APK is zipaligned and signed

    How does everyone install it onto their device for testing?

    Not sure if I did this right, but I copy/paste the signed APK onto my android through USB, and installed it that way too

    Or does it "need" to be published first, downloaded from GooglePlay store?

    Any help would be great!

    Thanks!

  • looks like they fixed it! nevermind!