justifun's Forum Posts

  • +1 for magicam for C3 pretty please!

  • admob has been working fine for me with adobe phonegap build FYI

  • The IOS process is a bit more complicated because you will require a mac to generate a key file and a provisioning file and a developer account.

    If you dont have access to a mac, there are services such as http://www.macincloud.com that you can rent in the cloud and remote into.

  • I made a modification that allows you to know when the reward ad has been closed. but unfortunately, it triggers regardless if you close the video early, or if it finishes.

  • CTRL+F5 forces a hard refresh as well, you can try that. But it sounds more like something on that layout is causing an issue.

  • Adobe's phonegap service, is like cocoon.io but you get one app free without any kind of splash screen to pay to remove.

    additionally its only $9.99 a month if you want up to 25 apps

    1) Josek5494's Free C2 Admob Plugin - http://tinyurl.com/h6phjon

    Install the plugin, and in your app, use the associated plugin actions to load/display your ads when you choose to in your game. (Tip: Load the add at the beginning of your app to prevent app chugging, but then use the "display ad" action to make it visible at the appropriate time. This prevents any buffering from happing mid gameplay etc.

    In the plugin properties on the left hand side bar you can enter your admob ad units. Below is the TEST ones by google you can use until you are ready to launch your game with your own ad units (made in the admob webpage)

    Also, turn off "test" mode before you launch your final game.

    Google's "Test Ad Units"

    Banner ca-app-pub-3940256099942544/6300978111

    Interstitial ca-app-pub-3940256099942544/1033173712

    2) Export your app in C2 using the "Cordova Export"

    Open the created config.xml file and add this line:

    (It should be in the folder with the rest of the exported app files, but if not check in your construct installation directory eg: c:\program files(x86)\construct2

    <plugin name="cordova-plugin-admob-free" />

    (above the section that says <engine name="ios" /> < engine = name="android" />

    this allows the plugin to work correctly.

    3) Use the adobe phonegap build service to build your APK.

    You should see cordova-plugin-admob-free listed in your "plugins tab" of your app.

    Voila! Try out your apk on your device, or in an emulator like bluestacks. Works like a charm!

  • tavi - i know this thread is old, but the ideal way to resolve that is to load the banner (but keep it invisible) at the beginning of your game, then when you are ready to show it, you simply make it visible. thus hiding the chugging.

  • Your filename has a é in the file name. I guess the build platforms dont like french Try removing all accents.

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  • Glyfos - when i try and build it with https://build.phonegap.com i get the following error

    Build Date: 2017-08-21 19:21:23 +0000

    --------------------------------------------------------------------------------

    PLUGIN OUTPUT

    --------------------------------------------------------------------------------

    --------------------------------------------------------------------------------

    COMPILE OUTPUT

    --------------------------------------------------------------------------------

    ERROR: Invalid filename / directory found in package -

    sÐ’lection-sheet0.png

    Looks like its a é in your object name. try removing all french accent characters

  • I've been using C2 for years and have never run into that issue unless i've had like 20 copies of C2 open at once.

  • Glyfos - you can upload it somewhere like dropbox or something like https://wetransfer.com

  • Ashley - wow, that's interesting. I love it! On another note, will C3 be able to ability to select an object in the debugger, by clicking on it directly in the viewport? instead of having to find it in the list

  • - thx!

  • So it appears that the ajax object doesn't like uppercase letters or spaces.... But would still work fine on a PC browser or cocoon Dev app. But breaks everything once it's compiled to an app. Renaming my tmx maps I was loading fixed the apk issue I was having.