Mau's Forum Posts

  • 10 posts
  • I think the problem with fullscreen ads is, that almost none of the ad networks deliver them.

    ikzq, do you have one in mopub, that delivers fullscreen ads?

  • Haha, yes I got the exact same thing, when counted, it takes 55 secs. for the first banner ad to show. And I can say that this is not a mopub problem, because we just used mopub in unity and the same banners are showing up just after a few seconds.

  • Okay, I got it finally working (at least for banners) using the cloud compiler with the ads extensions. Once you registered with mopub and worked yourself through their pain-in-the-***-system, integrated other ad networks and created apps,ads, etc. and then you can enter the mopub ID into the cloud compiler and THEN ads will be shown.

    Hope that helps

    Best regards

  • ludei, do you have any information on this topic?

    "Today I tried to use Ads with cocoon JS, but as cocoon js uses "mopub" as ad provider, I assume that <<somewhere>> I have to enter my mopub ID to get the ads showing up in my game. Has anyone have any information on where to do this?"

    Thanks

    Edit: They told me it works via the new cloud compiler, but it's in beta at the moment. We should see more of it in as this gets finalized

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  • roberto, like Wink said, I also used spritefont before normal fonts were working in cocoon js.. Found it a bit of a hassle to make the spritefonts, but it works.

    I wrote to the ludei support and asked for more information about the ad-ID and how the ad-system should work. I'll post here if ludei support answers.

  • Crazyhowie that sounds great, I will try the cloud compilee in the next weeks, too.

    Today I tried to use Ads with cocoon JS, but as cocoon js uses "mopub" as ad provider, I assume that <<somewhere>> I have to enter my mopub ID to get the ads showing up in my game. Has anyone have any information on this, since I could find anything useful on that topic.

    Best

  • I would also be interested in that. As far as I read it, they have integrated the mopub plugin, which is basically like mobclixs and all the others. So somewhere, I have to link my ingame ads with my mopub account. But I have no idea, where? Ideas anyone?

    Edit: You need a mopub ID from your mopub account. We just started using mopub in unity and it works that way. But still the question remains, where can we enter that ID in construct?

  • I know this is a very old thread, but I think I found a somewhat simpler solution to chess movement. Maybe it's not very programmer-like, but as a designer I was looking for a more practicable solution. So what I basically do is create a collider, that marks the fields where the figure can go. Each time the figure is selected, I make that collider visible and simply check the checker-fields that lay below if they overlap the collider. then I know where the figure can move and when a checker is clicked, I can position the figure on the center of that checker (which is a replacement of a grid-like movement basically)

    hope it helps

    atm that works well, maybe there's still a downside to come... maybe AI?

  • Thanks for the info, farsmile90, I've updated the post above

  • Hey all,

    doing mobile games with construct seems to be THE new oppurtunity at the moment. After just having finished a new Prototype from scratch and bringing it to my ipad today, I thought we could share our experiences with the new technology here.

    I'll start with my experiences so far:

    testing on ios, with a self-signed version of cocoon.

    Creating a .zip file for cocoon js:

    All you have to do is to export it as "cocoon JS", >>NOT<< HTML5 and zip up the content of the folder.

    If you are using r99 and later, a .zip is automatically created for you.

    If not, don't repeat that stupid mistake I did and accidentially try to 7zip it, it must be a .zip :)

    Getting your zip file onto your device:

    This may sound simple, but it took me a while to understand how to get an app into my cocoon app. The basic procedure is explained here: link, but at the moment, you can only read files via URL on android (works fine if you put your game into your public dropbox folder for example), but on Ios, you have to use iTunes.

    -Using iTunes means selecting your ipad, clicking on apps at the very top of your screen, then selecting cocoon JS down in the installed apps section and THEN you get a field next to it, where your can drag and drop your .zip files into.

    other small things to notice:

    • with the newer updates, construct runs much faster than before (I had only 5 fps on Ipad 1, but now I have 40, which is playable and gteat! SO get the latest update.
    • I didn't dig deeper, but when I imported audio as .ogg, it didn't play on my Ipad. If I imported .flac. it did.
    • rendering text didn't work at first, so I used the sprite fonts plugin to render text on the ipad. - this may be resolved in the latest test-build of construct.

    And finally a quick screenshot of one of the games that we tested with cocoon js today

    <img src="http://spielebaustelle.files.wordpress.com/2012/07/leapfrog_cocoon.jpeg" border="0">

    All in all, it was loads of fun to develop with construct and cocoonjs and I hope we can collect some other experiences, to make that workflow even easier for others.

    All the best

  • 10 posts