thesecretweapon's Forum Posts

  • Actually, check out leadbolt.com. They have a brand new portal, and many new tutorials. Integrating mopub and and leadbolt has it's own tutorial you can download http://www.leadbolt.com/docs/lb_ios_sdk_mopub_v1.1.zip, or alternatively, go to the download leadbolt sdk button at the top of the portal, then click the iOS tab and then click MoPub. It will download a pdf file with instructions on how to manually integrate leadbolt with MoPub.

    Whack thanks for helping. But the tutorial says I need to integrate the Leadbolt library. The zip file has a file named "libMopubLeadbolt.a". I have no idea how to integrate this library into my game. All other steps are achievable.

  • The game reached the TOP 10 NEW FREE GAMES Chart in Adventure category in India. It was at #9. In Top Free Games, it took over Family Guy game. The game is polished, has an awesome money making infrastructure buit into it.

    Features:

    Google Play Game Services: Leaderboard, Achievements

    In App Purchases

    Full screen ads, video ads

    Parallax Scrolling

    Virtual Currency System (Like in Subway Surfer) people buy more from virtual currency than directly.

    In game boosts that can be purchased using the virtual currencies

    Months and months of hard work has gone into this game. Hundreds of dollars has been spent. Considering this, the cost of source code is very very cheap.

    Buy at Chupa Mobile: http://www.chupamobile.com/android-full ... harts-5054

    Google Play: http://bit.do/foodrun

    PM for special deal.

    Note: If you want to 'acquire' the game with users, graphics and hence eliminate marketing efforts. PM me. The game already has a high SEO, visibility and ratings on Google Play Store. Acquiring the game will allow you to take the ownership of the game from me. I will also transfer the ownership of the game's Facebook page which contains hundreds of fans. This investment will pay off in future too as when you develop new apps you can cross promote your old users to the new one.

  • How about Ineractive ?

    Check Monetisation section in the following link

    It's not native but html5, so it works on cocoonjs also.

    it was not yet fully tested, i can give it to you for nothing and send me feedback.

    send me PM and let me know your email.

    cranberrygame PM sent. Thanks

  • I have already integrated MoPub with CocoonJS. But I want to integrate some other network (like Leadbolt) and NOT ChartBoost/AdMob.

    The ad networks that I want to integrate ARE NOT listed in the Ludei's compiler.

    One idea to make this work: Edit the HTML5/JavaScript code exported by C2. (You must know how to code)

    Willing to Pay. PM me if you know how to make this work.

    I am using CocoonJS to export and cannot change the exporter.

    Thanks.

  • I know that almost no one knows how to integrate an ad network not supported by CocoonJS. But maybe we can discuss and create a solution.

    Some very lucrative ad networks include RevMob. RevMob is increasingly high paying. More include, Leadbolt, StartApp etc.

    I'll start throwing ideas to make this work.

    There is an option in MoPub called "Custom Ad Network". It can be used to integrate almost any ad network. However, I don't know if you need to integrate additional code into the game to make it work.

  • I am using MoPub with ChartBoost, and Millenium Media. My avg fill rate is only 40%. What am I doing wrong?

    When I preload full screen ad, does it count as a "request" in MoPub?

  • Is it possible?

  • Anyone?

  • Bump. Does anyone here actually published a successful game? How can you ignore vital things like this?

  • I need to get this done under 6 hours. I want to advertise my game on ad networks. Networks like Chart boost require you to integrate their SDK into your game. They strongly discourage using MoPub to achieve that. I am using CocoonJS to export and integrating MoPub only publishes the ads and does not tell the network about installs.

    Many ad networks require you to integrate their SDK and hence, I think some of you may have found a way to achieve that.

    I am ready to dive into code. I just need a step by step guidance.

    Can you please help me?

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  • > thesecretweapon

    > hm. actually it does show up on Cocoonjs, at least in my apps

    >

    You can add a custom splash screen at the dashboard of ludei's cloud compiler, but this will not remove the ludei splash screen.

    I have 4 games using cocoonJS and at one the logo flickers for a very short time (almost not recognizable) but for other games it flickers 1-2 seconds. I'm not sure if this is a problem with any settings of the game or a basically issue of the cloud compiler.

    Edit: Ok i tried a game of ludei and the logo doesn't flicker at all. So it has to be a issue with the game configuration, some events or plugins or a basically problem of the combination of C2 and cocoonjs.

    Just strange.

    AndreasR russpuppy When I enable "Use custom loader" in project properties, the ludei cloud compiler fails to compile. The compiler status turns red and I get an email which says that the compilation failed. Upon disabling custom loader and deleting the custom loader layout, the compiler works fine. I am using the latest 2.0.2 compiler.

  • thesecretweapon try using a loader layout and see if that helps, I think it does with my games

    https://www.scirra.com/tutorials/318/ho ... ng-screens

    This is what I found there:

    [quote:3u37v0qy]Limitations

    Note a few limitations on using loader layouts:

    1. Loader layouts are not shown when publishing as native apps on mobile (e.g. via PhoneGap, CocoonJS and appMobi). This is because the entire application is downloaded at once. Since all files are immediately available, nothing needs to be downloaded. For these platforms you probably want to focus on a custom splash image instead.

    Since the loader is never shown when exported using CocoonJS, does it make sense to just make a blank loader layout without graphics just to test if the Ludei logo stops flickering or not?

  • I want a VARIABLE platformer speed. That means, I want the speed to increase by 20 as the player goes further in the game. I want the game to speed up as the player progresses. Here is what I am doing and it works:

    Platform on moved:

    Player score<300: Set platform maximum speed to 375

    Player score>300: Set platform maximum speed to 450

    I have to add this or it won't work:

    Platform on landed:

    Player score<300: Set platform maximum speed to 375

    Player score>300: Set platform maximum speed to 450

    But, the problem is that when the player reaches 300 score, the speed DOES increase but the game starts lagging heavily (jerky movement of the platform) ONLY ON mobile not on desktop.

    However, when I delete this code and run the game on mobile with CONSTANT speed (450) it doesn't lag.

    Is there any other way to achieve this speed increase without the lag?

  • Is there a way to integrate Google Analytics? What about AppAnnie or other Analytics services?

    Also, I never got how to implement CocoonJS's Analytics service. How do you use it?

  • I want the platformer to be upside dow. How do I achieve this?