JLH1964's Forum Posts

  • ...Any idea what the heck is going on?? Does this mean every time I need to upload a newer version of the game, I simply pick a number greater than the last "version code"??

    Yes indeed

    The numbers don't have to be sequential, just greater than the previous. I wouldn't worry about it too much, there are lots of numbers

    PS - Are your ads working now in the app?

  • You have 'Test Mode' equal to TRUE. Set to FALSE for actual ads to show. Also, actual ads wont show in XDK but only on a device.

    Good luck

  • Congrats on figuring it out. its not 'necessary' to preload and without preload it may take a second or two extra to trigger ads to show - not a big deal. However, ads should still work. Ive used preload with no issues but lets take 'baby steps' and at least get your app listed with some kind of ads being shown - the details can be fixed later.

    Sounds like your on your way. Your next app will go much easier now that you've gotten your feet wet.

    As always, your welcome and I look forwards to the good news of your listing on Amazon.

  • That appears to be an issue with your app itself and not Admob / build releated.

    Does it pass the tests on Amazons 'App Tester' ?

    https://developer.amazon.com/public/res ... ng-service

  • My pleasure guys. Just 'paying it forwards' for all the help I've received on forums over the years.

  • My pleasure

  • AFAIK - you dont need to 'download' the plugin anymore. I use the Admob plugin that comes bundled with the latest release(s). Its now incorporated into C2.

    HTH.

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  • Good job.

    Once you figure it out once, you will be all set. Glad to be of help. See my answers inline. I answered what I could.

    1. After I build/export the program in Intel XDK, I get the following message:

    "Warning: Crosswalk 7 uses an insecure version of OpenSSL and may be rejected by the Google Play Store. Use Crosswalk 10 if you plan to distribute via the Google Play Store." <-- Any idea how to fix this? I goofed something up somewhere evidently.

    This is a known bug in XDK. From XDK, go to BUILD SETTINGS -> ANDROID-CROSSWALK -> CROSSWALK VERSION - Change from 'stable' to 'beta' The beta version fixes this issue when you build your app - it uses version 10.

    2. While in Intel XDK, it asks me two questions that I'm not sure how to answer:

    "Minimum Android Version" <-- what number should I put here?

    "Target Android Version" <-- what number should I put here?

    I use '10' and '19' respectively.

    Doh!!! I JUST tried uploading to Amazon and now get this error:

    "Failed to upload binary. The package name of the uploaded binary does not match the one in the previous version. Contact us for more information." <-- Any idea how to fix this? I don't remember what the 'package name' was in my prior version.

    You can find the package name of your app here (on your Amazon Dev account). The package name must match the original. It will be in the form:

    com.mycompny.myapp (listed next to 'Package' below)

    [attachment=0:38v69jp0][/attachment:38v69jp0]

  • The Amazon message "does not install on Kindle (1st gen)" can be ignored. It merely means that your app wont run on the first gen kindles which has a minimal market share. I assume it 'PASSED' for all other Amazon devices. That's 95% of Amazon devices its OK on. You can fix this by building to a lower Android version number but its not worth the hassle. All my Amazon apps had that message and I ignore it.

    As for your ads not showing. I see your using the same ID sting in both your banner ad and interstitial ad fields. They should be different ID numbers. When you create an AdMod ID string it asks you if you want banner or interstitial - a UNIQUE number is then generated. Use an interstitial ad. Banners are a waste of time.

    Here is a screenshot of how I implement ads. Follow the 'Yellow' sections. The yellow sections do the following:

    On the left - Admob plugin is used with an INTERSTITIAL ID only.

    On the left - set 'Test Mode' to False. This OKs the serving of 'real' ads and not test ad content. Only serve real ads when 'ready to ship'.

    On the right - I preload an advert and set the counter to '0'.

    On the right - The counter increments +1 on every user input.

    On the right - When the counter is equal to or greater than 5 - I show an advert. I then reset the counter to '0' and the process starts again.

    Hope this helps and I admire your tenaciousness.

    [attachment=0:1x8b1ori][/attachment:1x8b1ori]

  • Hello puzzele,

    Admob banner ads are a waste of time; use Admob interstitial ads. They generate 10x more revenue. To implement:

    1. LOAD the ad on layout load.

    2. DISPLAY the ad on some action (every 10th click of a certain button etc)

    If you display the interstitial ad on launch (without the user doing anything) , Its a violation of Googles user experience. Your app may be suspended.

    Good luck!

  • Hello Puzzle,

    I'm not in front of my dev PC right now so here are the steps as I remember them:

    1. Create your game in C2

    2. Create an 'Empty project' in XDK. Take note of where the 'www' folder for that project is.

    3. Export from C2 as 'Crosswalk' (accept Android defaults on the next screen) and export to the XDK, empty, 'www' folder from Step 2.

    4. In XDK - add to your project Admob plugin, icons etc - make sure to be on the 'Crosswalk' tab when adding icons and descriptions etc.

    5. In XDK, build using 'Crosswalk for Android'

    This will create two APKs - one is ARM and one is Intel. I only use the ARM version and this is what I upload to the Google Play Market and the Amazon market.

    Hope this helps.

    PS - Don't trust the XDK emulator. it will not show adds and sometimes will not play sounds that work fine on devices.

  • I did but Im not sure how

  • Thanks - I will take a look

  • Admob, isn't it for flash games?

    No, Admob is the Google owned ad revenue process. You place ads in your 'free' app or game and revenue is collected per user click. It can be quite profitable

  • No problem but this is a common misunderstanding. You don't need to use Amazon ads in Amazon apps. I regularly take my Google Play APK (finished binary) with Admob ads embedded and submit it to the amazon app store. never had an issue and the funds arrive as expected.

    There is no need to create a Google Play APK and an Amazon App APK - the same APK works on both, with Admob ads in both. The beauty of this is you create your app once, and it can go to both markets with no changes.

    Good luck and feel free if you have other questions!

    EDIT: Amazon ads are terrible, terrible, terrible, with low fill-rates and close to zero money return. One of my apps is on both platforms (GP and AMZ) and the GP revenue is 10x the AMZ revenue. The AMZ app is using Amazon ads.