Rable's Forum Posts

  • In other words, the image file size/format has no effect on memory use. It's effectively decompressed and loaded in to memory as a 32-bit ARGB bitmap.

    Does it means that if I have a 1024x1024 pixel spritesheet in my "image" folder, whether it is full of sprites, or just plain transparent with only a few sprites on the top half of it, it will use the same memory during the game?

  • All the devices are running iOS 8 or more (testflight beta test).

    As I said, it's running correctly on Android, so I doubt this is a problem with the events.

    The events seems pretty basic. The more complicated one is :

    (battle is won) - Stop "fight" + play fanfare (tag "fight")

    wait 5 seconds

    tag "fight" is playing - play post-fanfare

    Otherwise, on my title screen it's

    on start of layout --> play music

    At the beginning of a fight it's a pretty simple

    condition is met --> play music

    But music is always played! it's just that it starts playing as soon as I touch the screen after the condition is met, not right when the condition is met, as it should.

    Maybe I'll try with the latest version of XDK, the last time I tried was with XDK v.1632 or something.

  • Yes, Intel XDK with Crosswalk. But I had the exact same problem when exporting with Phonegap Build.

  • For some reason, on an iPad, music only starts when touching the screen once the layout has started. This cause massive music problems in my game, and it happens when exported both with XDK and Phonegap Build. FYI there is no such music problems on Android, and I think it's correct on iPhones, too (problem iPad only AFAIK, experienced on iPad Air 2 and iPad Mini 2).

    The only workaround I found is to copy all my music in my "Sounds" folder, but I guess this is not good practice (loading time + memory usage)

    Is there any "clean" way to play music correctly on the iPad?

    Thanks!

  • I tried many many things during a bunch of hours and here is what I noticed concerning the use of AdMob plugin :

    integrate a sprite object into my "main title" layout --> on touched object - Show Ad

    AdMob third party plugins data from Construct 2 Manual

    IT WORKS

    If I reexport the same game in the same XDK project with the third party plugin data you gave on the last page

    IT WORKS too

    The problem I noticed earlier was maybe because the XDK project was created with an older version of XDK. This is a new XDK project I created with the last version (1826).

    Nom here come the problems :

    In the exact same .capx file, I made a bunch of tests to see what conditions may make the ads appear. I got the following results :

    on tap gesture on Sprite + is animation playing (for the Sprite object) + check global variable --> Show Ad

    Ad never shows up (no error in my code, it should show up)

    Wait 7 seconds --> Show ad

    Ad never shows up

    Wait 7 seconds --> create object Sprite (which is not by default on this layout)

    On touched Sprite --> Show Ad

    Ad never shows up

    WTF????????

    Every test has been made in the exact same process (test mode enabled, same C2 version (200), same XDK version (1826), same way to export, tested on the same device)

    Are there some conditions that should be used to make an add appear, while others can't??

    Any idea of what could be the problem?

    The next things I'll try is to put only the ad in a deactivated group, then activate it when a condition is met. But I am very seriously interested in knowing what conditions you use to make your ads appear.

    EDIT :

    Making a deactivated group with just

    trigger once --> show ad

    And activating the group under any condition WORKS !

    This seems to be the only reliable way to use ads as far as I know.

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  • Thanks, I'll try it out !

  • Thanks for the help,

    I just tried 2 times the exact same build, one time exported to my existing folder, and it failed.

    Then using a new folder, and the ads appeared.

    Maybe I'm missing something...

    I'm using the link given in the manual here : https://www.scirra.com/manual/184/admob

    Name: AdMob Plugin

    Plugin ID: com.cranberrygame.phonegap.plugin.ad.admob

    Check the 'Plugin is located in the Apache Cordova Plugins Registry' box

    And I'm using C2 v.200

  • I just ran a bunch of tests in order to make the ads work in my main project. One thing that I found is that you need to export to a new folder and import it in XDK. If you re-export in an existing folder, it will not work, I guess.

    EDIT : For some reason, it also appear that the test ads are not displayed when I use the IDs I created for my game. However, if I select the IDs I created for my test project, it works.

  • Hi,

    I recently heard many times about the possibility to replace a normal paywall (pay $0.99 to unlock the rest of the game) by offering the player the opportunity to watch a full video ad to unlock the content. The revenue is probably much lower, but it's still garanteed revenue.

    Is there a way to achieve this with Construct 2 / Admob?

  • tuckerwagner

    I found this tutorial : https://www.scirra.com/tutorials/1386/u ... lk/page-10

    and tested it in a new very simple game project (3 squares activating or disabling ads). It's working! I can see the test ads on my Android tablet.

    Now I'll try to make them work in my game project. Not sure how I'll do it as the workflow is exactly the same. I think from what guannstar is explaining that it should be a problem in my code. "On start of layout" seems to be the cause of his problems so I'll double check that.

  • I really would like to know if there is a clean way to play music on the iPad without having to put all the music in the sounds folder. Anyone has music working without nedding to click before it starts playing?

  • Hi cranberrygame

    Could you tell me if your plugin Phonegap Game is working with Game Center (iOS) using Intel XDK?

    Thanks!

  • I'm having the same kind of problems with Admob : nothing shows up. I checked the requests in my admob page and they are 0.

    My simplified code is :

    Start of layout : preload banner ad

    Trigger once : Wait 1.5 second then show banner ad

    not working

    If I understand correctly what has been said in this thread, I should see something if I export with XDK then instal the APK on my device without passing by Google Play Store, right?

  • My app is now released in one territory and the ads still aren't working (using Intel XDK)...

    I followed every step on this link : https://www.scirra.com/manual/184/admob

    And nothing appear on screen (even not an empty banner... nothing at all)

    Is there any step that should be made and isn't included in the manual?

    Anyone else is having problem with Admob integration?

  • Up to now, I have the exact same problems as hazneliel. AndI've been struggling with this problem for the last 2 months and still no solution.

    I just tried a new cranberrygame IAP plugin / XDK export, and as hazneliel describes, I got "store listing failed" everytime in Sandbox environment.

    The next thing to try is follow this tutorial :

    https://www.scirra.com/tutorials/1353/h ... lkphonegap

    Which seems quite in-depth.