Halfgeek's Forum Posts

  • Ofc, it communicates with Ludei's server, same for MoPub. When their servers mess up, no Ads are served and neither would IAPs work. Ludei even tracks the IAP, you can view the purchase ID & time in the Store section of your game on their cloud compiler.

    But I doubt its that issue since my Android IAPs work fine all this time.

    I don't use permanent IAP and restore purchase since that has never worked for me (and every C2 user who has posted), ever.

  • I set the Version Code to 1, 2, 3 etc. It automatically makes it as 20001 for ARM & 60001 for x86. It rises each time to 20002 & 60002 etc.

  • I can confirm it now works. But your CAPX should be sorted like so:

    1. On Start of Layout => Add Product ID & Request Store Listing

    2. On Store Available => Consume product1, wait 0.1, Consume product2, wait 0.1, Consume product3 etc.

    I tested it your way (Has product => Consume) and it will only consume the first product out of many.

    My way works for all consumable IAPs, I believe there needs to be a delay between them to allow communications with Google servers.

    Also, to ensure they are consumed after purchase, add the Consume product into the events once Purchase Completed is called.

    Thanks for the quick fix, it's working great.

  • Congrats on the project completion!

    Was it finally finished with C2 or Unity?

    Also, lol removing tiny pixel nipples ... hey, a lil pixelated flesh is NOT OK but ultra violence is fine..

  • I agree IAP working, ads working and good performance

    Just need google play leaderboards now and it will be perfect

    I used to think leaderboards are important but its too easy to cheat it, look at Swing Copters leaderboard, there's people spamming it with fake scores into the trillions etc, making it rather pointless.

  • We can use ads now with admob? Is there a tutorial yet?

    Also, what are adMobs prices? I think with our current ads that only have an impression when you open the app, we get crap like less than .01 per click

    Use cranberrygame's AdMob plugin, he has the instructions as well as the CAPX demo included. It's well worth the $12, until Scirra or Intel includes official C2 plugin support anyway.

    My limited experience with AdMob, CPM is ~$1.7 (for 1000 impressions), but it obviously varies with click rate. It depends on the country, but for USA, a click tend to earn around 15 to 20 cents. For Australia, its very high, up to 45 cents. Canada is also very high, often 30+ cents.

  • Just an update, my Star Nomad game was finally accepted by Apple after a very long review (nearly a month!) where they probably played through the entire game... :p

    https://itunes.apple.com/WebObjects/MZS ... 41751&mt=8

    IAPs also passed without issue. It was built about a month ago with CJS 2.0.2, canvas+, nothing special with the events, same way I did it for the Android version. I only have consumable IAPs since I know restore purchase had issues.

  • Looks like they played through the entire game... finally today they accepted it and its LIVE on the iOS App Store!

    https://itunes.apple.com/WebObjects/MZS ... 41751&mt=8

    For iPads only.

    Also, now that its on iOS, Android, PC & MAC, it reaffirms my decision to go with C2 & HTML5.

    Especially now with the awesome Intel XDK for Android, and Ejecta for iOS (it refused to work for me <img src="{SMILIES_PATH}/icon_mad.gif" alt=":x" title="Mad"> ) and soon Phonegap with iOS8.

  • cranberrygame

    There's a big problem with the IAP functions.

    Purchase a product (unmanaged consumable item in Google Dev Console) can only happen once. After a product is purchased, it will not be able to purchase again, returning the On Any Purchase Failed trigger.

    I think you may need to change the code to consume the item, so that it is able to be purchased again.

    You have set it up as if it were a permanent Managed IAP.

    I have setup these 3 IAP in unmanaged mode (consumed, ie. repeatable IAP like potions or credits or gems etc). I just deactivated them to prevent users from buying since it would cause them to not consume it with the current plugin.

    [attachment=0:9pyig801][/attachment:9pyig801]

    Let me know if you can fix the issue soon, I'll check back tomorrow (its 2:15AM here).

  • Cranberrygame's Phonegap IAP plugin makes IAP possible in Crosswalk ?. All IAP services working as intended?

    Yup. I did the usual purchase and it works 100%. Others who used the AdMob plugin also confirm it works!

    I did NOT test restore purchase yet since my game didn't need it (all IAPs are consumable).

    Gentlemen, we are in the golden period of HTML5, C2 & Android, thanks to XDK/Xwalk.

    A good plugin that works with a feature you need is nearly priceless to be honest.. well, priceless isn't huge for poor solo indie devs.. $20 would be tops for me. :p

    Either way let the market decide, we're living in a capitalistic society, let's not go the other way.

  • Yes, ofcourse Fullscreen is checked.

    [attachment=0:1stmif3a][/attachment:1stmif3a]

    It will start in full-screen mode every time, as long as its the first launch. Once ingame, and you exit via double tap of the back button, you exit back to the home screen. The game is still in memory for awhile (Android does that), unless its cleaned using task manager or widgets or memory cleaning apps. A fresh launch always start in immersive mode, while subsequent launches will not (if its still in memory). Not sure why, but it occurs every time on my LG G-Pad 8.3 with Snapdragon S600 SOC.

    Anytime the buttons are stuck visible, using the Home button & switching back via the Home/Multi Task menu will fix it.

    Android is really messed up, I feel for you guys working on XWalk & XDK.

    That doesn't sound normal. The version you published always comes up in full screen immersive for me. Did you use the 'full screen' checkbox in XDK build settings?

    > IntelRobert

    >

    > I just compiled Star Nomad with the latest XDK (beta xwalk) and it's amazing, graphics quality onpar with CocoonJS, similar fast performance!

    >

    > I noticed something strange, I use scale inner (with browser object calling on start of layout, fullscreen scale inner), and it behaves as if the device buttons are not there but they are visible and block the lower part of the screen (interfering with my UI). However, when i triggered an IAP (using cranberrygame's phonegap plugin), the game suddenly switch to full-screen IMMERSIVE mode, where the buttons aren't visible, you have to swipe from below to bring them up again.

    >

    > I wanted to ask if thats normal and whether we can control that.

    >

    > Edit: hmm, on subsequent launches it starts default in immersive mode sometimes and sometimes not... what is going on.. ??

    >

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • > iOS version is stuck in Apple's review loop... its nearly 1 month since I submitted and nada...

    >

    That's definitely not normal. Longest I've had to wait is 7 days. Maybe you should contact Apple? Is the status of your app "Waiting for review"?

    I've contacted them, they said its still under review, not waiting for review.

    I hope they aren't trying to play it to the end to find bugs or whatever, cos it would take a long time. lol

  • Updated Trailer:

    Subscribe to Construct videos now

    Also launched an enhanced Elite version using Xwalk & Intel XDK (Amazing job guys!)

    https://play.google.com/store/apps/deta ... lite&hl=en

    It's essentially running the PC version with high resolution textures and WebGL effects & particles... on mobiles, and runs it very well! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    iOS version is stuck in Apple's review loop... its nearly 1 month since I submitted and nada...

  • I just tested the IAP plugin and it works, really nice, faster response than CocoonJS (without relying on their servers to manage it!!).

    I haven't tried if restore purchases work.

    cranberrygame How would you apply Restore Purchase with C2 & your plugin?

    I'm thinking to do a check on Is Store available "Has product (Premium)" => Set Premium = 1 or something like that, is that fine?