haptic9's Forum Posts

  • >

    > >

    > > Its the way intel xdk compiles your file. When installed it also installs a browser with your game which adds in the extra file size where as cocoon only relies on its canvas.

    > >

    >

    > > Yeah, kinda meed that browser.

    > > I was thinking about going to cocoon, hate paying that much just to get rid of a splash screen though.

    > >

    > In Cocoon you can choose to use WebView+ instead of Canvas+. When you build with WebView+ Cocoon includes a whole browser when it builds your game, it's bascially Cocoon's version of the Crosswalk browser that XDK includes when it builds your game (so I've been told). When I was using Cocoon a couple months back, I got very similar performance with Cocoon (WebView+) as with XDK (Crosswalk). Files sizes are similar too.

    > And if you use WebView+ Cocoon doesn't brand your game, they only put in their splash if you use Canvas+ (pretty sure im right about that... the whole time I was testing with Cocoon (WebView+) I never had their splash screen show in my game..

    >

    >

    > > ....As much as I like intel xdk for ios builds i perfer cocoon for android builds just wish there was a working ad plugin for it

    > >

    > I was able to get Cranberry's Chartboost plugin working with Cocoon and XDK. That was one plugin that didnt seem to give any problems..

    > Appodeal is another possibility. I had that working with XDK, but I can't remember if I had it on Cocoon as well. Appodeal has a dedicated plugin for C2 which is supposed to work with Android and iOS, and its apparently good for revenue. In the end I settled for Chartboost because it was working with no bugs.

    >

    Hi

    the chartboost plugin is indeed working fine, however it conflicts with the Cordova Analytics plugin at the moment (but the Analytics plugin isn't working at all).

    I made a free capx file for that. You can download it here

    https://shatter-box.com/forums/topic/43 ... -template/

    The appodeal plugin by cranberrygame isn't working. It causes build errors on cocoon. The original appodeal plugin by Appodeal is working, but it conflicts with many other plugins like the Cocoon AdMob and Chartboost plugin. If you just want to use appodeal, it's an option. But then use the original plugin.

    Inapp

    You find examples on my side.

    https://shatter-box.com/download/

    Regards

    Andy

    Hmm may just use chartboost then for my ads for android ty for the info

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  • Sorry to hear that.

    As far as size goes, in C2 it shows around 20mb, play store it shows around 27mb, installed...it varies for some reason. Even though its almost the exact same build, but it stays between 57mb - 64mb.

    Its the way intel xdk compiles your file. When installed it also installs a browser with your game which adds in the extra file size where as cocoon only relies on its canvas. As much as I like intel xdk for ios builds i perfer cocoon for android builds just wish there was a working ad plugin for it

  • So i was able to build and upload to google dev console, got the alpha test working on the play store.

    Also got admob to show interstitials in my game on mobile....WOOHOO!

    Now my problems are: google play game won't login, i get an error 4 or something. And when i touch the sprite that should take me to the store layout, game closes. I'm sure its my code, just have to try and find tutorials/examples on how implement this so i can test the IAP.

    Congrats! Intel xdk is nice but im not a fan of the file size it creates for android devices. Trying to find a working admob plugin for cocoon.io since the cocoonads isnt working for me for some reason

  • >

    > Not sure if this will help but these are all the pre-installed plugins by intel xdk. After you built your ios app did you download the ipa and use the mac utility tool to send it to itunes?

    >

    Thanks for that, but I think all my plugins in XDK are in order.

    Yes I use Application Loader on mac to get the ipa onto iTunesConnect.

    Yea the same way i do as well thats real weird on why its not working. The login should of prompted right on start of layout, i went through my event sheet and didnt come across any other triggers or actions i set for it otherwise. Hopefully the cranberry one works for you

  • Im using beta 240

    As far as I can see I have everything setup in ItunesConnect the way it should be... I can't figure out why the offical GameCenter plugin wont work for me.

    I guess Im going to switch to CordovaGame coz I cant see what else to try..

    Not sure if this will help but these are all the pre-installed plugins by intel xdk. After you built your ios app did you download the ipa and use the mac utility tool to send it to itunes?

  • > I believe you wont have to worry about them going live while testing as long as you have them enabled under information page. They go live on official release so you should be set to go on the next test.

    >

    Ok well, looking at those screen caps I posted, it looks like they are enabled right? The toggle is green...

    Do you know how I would enable GameCenter for the current beta? Do I need to actually add that ipa version on the App information page or something?

    > ...For ios, you used intel xdk with cranberry's iap plugin? or cocoon.io

    >

    Im using XDK for both iOS and Android. And in both cases Cranberry Cordova IAP with the same code / event system.

    I have my beta version in the app information page and just saved it and kept it like that when submitting it to test flight. Out of curiosity what c2 version are you using for your game? not sure if c2 updated its gamecentre plugin or not im on r239

  • >

    > How did you get iap to work on ios? my iap is still not working on android wondering if i messed up the installed plugins page by using c2's exported config file

    >

    Ok so im using the CordovaIAP and my events are exactly the same for both Android and iOS. It turned out I didnt have to make any platform specific changes. Keep in mind I have it working in Beta only for iOS, it hasn't passed submission yet. But on Android it seems to be working with no problem. To see how I arranged my events, look at this post I made here. I was basically informed by those two capx files I posted on page 2 of this thread.

    RE Cocoon and config file. Yeah its possible that when you uploaded a new zip, if it contained the config file generated by C2 it could have interfered with the config file Cocoon produces. Its been a while since i was playing with Cocoon, im trying to remember the process. I think when you first set up your project on Cocoon, you copy sections of the C2 config file into the Cocoon config. Then from that point on, everytime you upload an updated zip to Cocoon you need to delete the C2 config prior... and the intelxdk.config.additional.xml file too. AndreasR wrote a tute for how to set up on Cocoon... Look under the 'Build your game' and 'Create a project' sections.

    yea actually i found out i made a real stupid mistake lol.... for the android test.... I had the events purchase product event to trigger on a different button that I wasnt using on the layout so i fixed the touch object to the right button and it works flawlessly lol..... For ios, you used intel xdk with cranberry's iap plugin? or cocoon.io

  • Hey man thanks heaps for the help.

    Ok im testing exactly as you describe. I upload a beta version for External Testing. It takes around 24hrs to be reviewed. Then I can test it in TestFlight (I have my External Testers emails added to the list).

    [quote:2wvomcyi]

    I *think* the problem might be what you said in the second part of your response, that the GameCenter stuff needs to be live. I dont have a Leaderboard I only have achievments.

    If I go to 'App Store' and click on the Version, then scroll down to where it has GameCenter info. It looks like this:

    Looks like GameCenter is active? The toggle is green...

    [quote:2wvomcyi]

    But if I go to Features > GameCenter, I can see that the Achievements say 'Not Live'...

    [quote:2wvomcyi]

    So... Im thinking, the version I am trying to beta test is 1.0.3, and I need to make the achievements 'Live' for that version... but I dont know how to do that.

    I believe you wont have to worry about them going live while testing as long as you have them enabled under information page. They go live on official release so you should be set to go on the next test.

  • I forgot to mention to make sure you have your scoreboard live under app information. Even while testing. It may resolve the login issue and its useful to know when u officially upload it

  • > authenticate should be working i usually activate it at start of layout on titlepage but i tested this on intel xdk not cocoon.io...

    >

    Wait, you are using the official GameCenter plugin (Not Cranberry's) and it works for you? I am also using XDK not Cocoon.

    Im doing exactly that, I authenticate at start of title screen but it doesnt work. The player doesn't get logged in.

    Can I ask about your setup in iTunesConnect? You're testing this using the beta testing right? TestFlight > External Testing? Or are you using 'Internal Testing'?

    Do you have a user account added to User's and Roles > Sandbox Testers. Do you use that account to test the GameCenter functionaility or is that unnecessary?

    Yea im using the official gamecenter plugin in intel xdk latest version. Im using testflight > external testing i then submit it to apple for review which takes about a day for them to review the test flight version. Your current version will say "under review". You will then get an email that its ready for test flight then you add the build to test and you add your external testers ("their emails") to the list as shown below. (had to delete emails and info)

  • cocoon.io googleplay and gamecentre plugins works if you login user on start of layout in your titlescreen before submitting any scores/achievements

  • >

    > ...So I switched to using the Cranberrygame CordovaiAP plugin. I have that working for Android, but I haven't yet succeeded in getting it to work for iOS.

    > I'll be working on this exact problem today. I *think* other people have the CordovaiAP working on iOS, but im currently looking into it.

    >

    So I have CordovaiAP working on iOS. Now im having trouble connecting to GameCenter for achievements.

    I think I can say categorically that the official GameCenter plugin doesnt work. It wont authenticate the user.

    Im using it exactly as it says in the manual:

    On start of layout > authenticate user

    Doesn't authenticate, so im switching to Cranberry's CordovaGame... see if that works.

    authenticate should be working i usually activate it at start of layout on titlepage but i tested this on intel xdk not cocoon.io so may not work on cocoon.io.

    How did you get iap to work on ios? my iap is still not working on android wondering if i messed up the installed plugins page by using c2's exported config file

  • If you're using Cocoon you have options. As far as I understand Cranberry's Cordova plugins will work with Cocoon, but they also have their own plugins for all the essential stuff (GooglePlay, iAP, Ads). So you choose which plugins you want to use. I was testing out Cocoon a while back and I had it working well with the following plugins:

    -Cranberry Chartboost plugin for ads

    -Cranberry GoogleAnalytics plugin (has since stopped working, needs to be updated by Cranberry)

    -Cocoon's Google Play plugin to do achievements.

    At that time I wasn't testing iAPs so I can't comment on that.

    oh no i meant what does it show for you in the installed section of the plugins page for cocoon

    heres what i mean. I get the git url automatically for iap if i keep the config file from exporting from construct 2

  • > ...The one thing that confuses me is where to get the "Android Application License Key " for the CordovaIAP. One post says its the super long key that says:

    >

    > YOUR LICENSE KEY FOR THIS APPLICATION

    > Base64-encoded RSA public key to include in your binary. Please remove any spaces. in the Services & APIs.

    >

    > Another one says its a 16 digit number. Couldn't get neither to work....

    >

    Its the first one you mention. The super long one. Thats the number Im using in the CordovaIAP and I actually have that working in the Android version of my game.

    If you couldnt get either to work it must be due to how you have the events for iAP set up in your game project.

    Did you see the links I posted to example capx's a few posts back. They are helpful for demonstrating how to set up the events for iAP. Check em out if you havent already and copy how they implement iAP.

    For cocoon.io android, which plugins do i install in cocoon.io and which should i remove?

  • > alright awesome i guess ill purchase the cranberry pack and check out iap as well and see if i can get ios to work too

    >

    This thread had some useful information:

    Official IAP Trigger Events Not Working Dec 2015

    OP said he managed to get the official iAP working by swapping 'on purchase success' conditions for 'has product'.

    I tried what he describes, and tried to copy his event system that he outlines, but with no success.

    Yea i looked into the official iap it hasn't unfortunately been updated in a long time and due to the new os for android and ios alot of things seem to not trigger and the most important one being on purchase success