szymek's Forum Posts

  • DUTOIT

    it works even with 4-5kb of text, yippie... now I will have to generate some normal looking font, because default SpriteFont is terrible for bigger amounts of text

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  • tumira

    "Are your apps approved by admob ?"

    on old AdMob there is no "approval", apps just shows that they

    don't get ad requests... I do everything exactly like in the past

    (working ads in CocoonJS) just this time nothing shows

  • 1) There is no support for LeadBolt in CocoonJS

    2) While submitting app to LeadBolt it's enough to put link to i.e. your webpage (just any page, later you can change it)

    3) I'm pushing LeadBolt for Construct 2 support since JUNE 2013

    4) You can push them too:

    supportmwb@leadbolt.com

    appsmwb@leadbolt.com

  • It seems that I'm not alone

    also thefrob has similar problem:

    • AdMob configuration OK
    • MoPub configuration OK
    • CocoonJS configuration OK
    • Construct 2 eventsheet OK

    yet no ads in app

    anyone else?

    in my situation it started over 1 month ago

  • DUTOIT

    +1

    thanks

    will check,

    so SpriteFont can support large amount of text?

  • DUTOIT

    congratulations for CAPX idea

    however just tried to put some more text and it shows only beggining (255 signs I guess?)

  • JWstudios

    Android compilation - works for me

    AdMob ads on Android compilations - still don't work for me [latest C2 beta or stable, ads setup exactly same as when it was working] (and ludei piss on my reports, it's not worth to write to them bc you always get reply like "ohh, ads works in our test app")

  • I have 2000-3000 signs of text that should be i.e. scrolled

  • In case of mobile app?

    CocoonJS does not support TextBox

  • Allardje

    my friend did nice money with Java + AirPush

    but anyway on PhoneGap you can make only really simple app

    (because it's terrible slow)

  • Allardje

    if ads, then AdMob via MoPub in CocoonJS,

    which gives not scalable banners (so too small on 1280x800, too big on 800x480) and average eCPM 1,5$ (so 1,5$ per 1000 ad displays)

    I guess there is no better solution

  • JulieApp

    there are other topics about CocoonJS and black screen :)

    maybe you have to turn off 'Acceletarted mode' on CocoonJS plugin properties (in Construct 2)

  • as far as I understand: if app is "iPhone only" (setup in Xcode) then iTunes don't require screenshot for iPad; but it requires both iPhone and iPad screenshots when app is "Universal"

    my case is: I setup "iPhone" but iTunes anyway sees my app as "Universal"

  • 3 times app not successfull uploaded via WiFi (on finish - start again)

    3-4 times app not successfull uploaded via 3G (on finish pause or start again)

    everywhere in Xcode I have Device > iPhone,

    but iTunes still says "universal"

    omg... it's one big WTF for me

    ArcadEd you should mention that this is soo f_cked up

  • I'm trying to upload my 1st app to iTunes, but get #$@@@@!!! error:

    "Universal binaries require at least one screenshot for every supported device. Additionally, you must provide the required screenshots for each localization."

    in Xcode I have selected Device > iPhone (so not Device > Universal nor Device > iPad) but anyway after uploading build I get this nasty error message on iTunes

    What to do?

    Why it asks for iPad screenshot if I have selected Device > iPhone on Xcode?

    Is it because of CocoonJS pre-loaded launch images or what?