Toby R's Forum Posts

  • I've just uploaded version 1.1 to store (will take up to few days to be approved to store I guess).

    Added Is video loaded condition which returns true if video is preloaded and ready to show, or false if it's not ready yet.

    This will simplify the process I mentioned in previous post, so no variable is needed any more.

  • I wrote an article for Neexeen.com regarding loading time optimization. I think you may find it useful.

    Article: Construct 2 - GAME LOADING TIME OPTIMIZATION

    PS. With approach I write in the article I managed to make Full HD app load in 1s on Samsung Galaxy Prime, but it obviously depends on the size of your project.

  • I'm not quite sure if I understand what you need exactly but if you want to be able to trigger the video under else condition than you can use a variable to indicate if the video is loaded or not as on the example below.

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  • Hi Toby, thank you for your prompt reply. I have figured out the reason and now the video is able to be shown. It was due to Admob filtering settings.

    Regarding the error message, it was shown whenever I tried to initiate the C2 "Run Layout" function:

    Javascript error!

    Uncaught TypeError: Cannot read property "load" of undefined http://localhost:50000/CocoonRewardedVideo_plugin.js, line 151 (col31)

    Not sure if this is related to what you have mentioned above?

    Kind Regards,

    Paul

    Hi Paul,

    Glad to hear everything works fine for you now. Yes the JS error is exactly what I was talking about. The library is attached during wrapping on Cocoon server, which means it's not available in the preview on PC.

    The quickest solution is to add condition that checks if the project runs on PC or mobile and trigger "load" action only when it's on mobile as in the example below:

  • Hi, I have purchased this plugin yesterday and have added it to my project, linking the event sheet from this plugin to my other event sheets and assigned the buttons for showing reward video.

    I have just published my game on Google Play Store but upon tapping on the assigned buttons, there was no response at all. May I ask why is that?

    In addition, when I include this event sheet with my other event sheets, it would cause C2 preview function error.

    For your information, I have already inserted the Admob ID to the plugin.

    Hello. The event sheet is just an example to show the plugin's actions so you shouldn't include it in your project but instead create code based on the example.

    You did not write what's the error message in preview attempt, but I guess it is the information that Atomic Cocoon plugin is missing? In such case you can add additional condition to load/start the ad only if the project runs on mobile or on Canvas+ (if you use Canvas+). The Atomic plugin is the code which Cocoon adds while wrapping the app.

    It's also hard to tell why the ad is not showing without seeing your project setup. You could install wrong library/plugin in Cocoon panel or maybe your AdMob account is not fully active yet? Have you set up payment options for your AdMob accout? Have you tested your app with test ad unit first which was provided in the example capx?

    The plugin itself works well on around 15 projects right now and there was no issues. That's why my guess is that it's something wrong with your setup.

    Send me the capx and information of how is your app setup on Cocoon if possible, and I'm sure we will find and fix the problem.

  • I've try it and it works good

    but can you add condition of "Video on Loaded"? because it needed for checking if the user has good connection or else.

    Hi ,

    The condition you mention is there already

    It triggers once the video is preloaded. If this is not what you need, then please explain in more details and I'll try to add it ASAP.

  • Can you post a screenshoot of the same layout (as you posted with black bars) with C2 preview?

  • Then I would guess that you lack graphic elements on top and bottom? Try to preview in C2 and resize your browser to have the same ratio as the mobile device you're testing on and see if there are black bars as well.

  • I've just updated the first post, added some points to "Quick portfolio lookup".

  • It's because you use Letterbox scale. You should use Scale Outer instead. I wrote a tutorial about that which you can find here http://tobyr.wtfgamesgroup.com/what-is- ... bile-game/

    Note that the resolution mention in the tutorial is not very important, it's just about ratio so all you need to do is to center the screen correctly.

  • Just put "Request login" action under some "Log in" button (On tap action, On touch may not work - I'm not sure) in game.

  • Your implementation looks ok. I think the issue is that you request login "On start of layout". AFAIK the first login request must be manual so under "On tap" condition. Once user logs in then he will be automatically logged in each time he starts the game.

  • Very Nicee !

    I've already bought it! gonna try it soon!

    Thank you and good luck with your game

  • C2 AdMob plugin is just a kind of interface that triggers particular actions of the library (Cordova/Cocoon plugins).

    As the manual says you have to include to your project

    [quote:165rmysh]Name: AdMob Plugin

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

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

    I'm not sure if com.cranberrygame.phonegap.plugin.ad.admob still works as I use Cocoon for a while now. But that's basically what I meant. You need an actual plugin to make ads work. The C2 plugin itself is not enough.

  • I always organize objects in dedicated subfolders (many) but I think one subfolder will do the job as well.

    Yes it's not possible to select many objects at once for some reason :/.