jagoman's Forum Posts

  • The Plugin is brilliant! ... I've got the adverts in as well, but one issue:

    If you load both an Interstitial Advert and a Reward Video Advert within your game, how do you choose which one to display when you call the "Show Ad" event?

    I assumed it would show the previously loaded advert, but for me it seems to always want to play the Reward Video Advert. Maybe there should be another option in the "Show Ad" event to decide this. From what I see both types of adverts are called differently here:

    https://developers.facebook.com/docs/games/instant-games/guides/ads-monetization

  • lol yeah yeah maybe I'll make a generic leaderboard that all my games can inherit in the future, but until then I would like Facebook to spoon-feed me a builtin leaderboard

  • Thanks for explaining.

    Ah that sucks, I thought it would be just like Android where it shows their generic leaderboard interface.

    As for the 'Share'. I've used the 'Invite' event, and it works fine for me (for inviting).

  • Has anyone got the Leaderboard working for FB Instant Games?

    I'm loading the leaderboard like this in C3, but it's not working:

    Leaderboard Name in FB Dashboard is the same:

    High Scores

    I've tried a 'contextual' leaderboard also, but the same result (nothing loads when leaderboard button is pressed):

    UPDATE:

    I made a working leaderboard for anyone to use. See later post for details.

    http://s000.tinyupload.com/index.php?file_id=72443483567597873242

  • Lol schoolboy error

  • Heya there. Sorry I probably can't help much, but I have it working well for Android, and from what I've read in the Manual etc, the same plugin and setup is used for iOS.

    Here are snippets of what I have that may help you out. This is all that is needed if you want a 'remove ads' button functioning in Android (assuming its the same for iOS). You can ignore the other stuff

    NOTE: "remove_adverts" & "currency_1" etc are items I had to create in the Google Developer Console, so you'll need to do the equivalent for Apples Developer site (which I haven't tried yet).

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  • You should export as a 'debug APK'. That should work.

    If you exported an unsigned APK, then you need to sign and zip align which there is a tutorial for ... which is not a simple process to initially understand. Only this type of APK can be uploaded to Google Play Store

  • Nope. Only when its in an APK file (and think only when on Play store)

  • https://github.com/Scirra/Construct-3-bugs/issues/1331

    I've opened this bug. When you have MobileAdverts and GooglePlay services plugins in the game it crashes.

    I hope it's fixed in the next release <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

  • Yes, for previewing/remote previewing no ads are expected to show.

    A placeholder would be nice, but just more of a little convenience than anything else for me, now that I have every type of advert running ... just duplicate the code blocks to my next projects, I know when/where to expect them.

  • Its Tuesday, and its fixed.

    r90.2

    It doesnt break the preview now.

  • By disabling, I only meant for Previewing, as it works when exporting to APK.

    As for previewing, should be in r90, and yes the new beta. Should be by tuesday when they usually release it.

    Forget Cadburry lol The guy never responds

  • I think this was a similar bug I spotted recently and should be fixed in version r90 in a few days:

    https://github.com/Scirra/Construct-3-bugs/issues/1349

    Check if that's the case. If it is either wait for r90 or try using r71, or disable it when running remote preview.

  • Nice. One less step for exporting

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