Toby R's Forum Posts

  • Please read my point 2 "2). Open your UltimateAds.capx under C3."

    I just opend your demo capx. Do no changes. Not my own project. And the ads do not shown under iPhone7 Plus

    I'm really trying to figure out why would it not work for you, but I'm starting to be out of ideas. Do you test with Test Mode enabled or with your own ads units?

  • Hi, I did a lot of test. It still now works. You video only show Android, not IOS.

    Here is want I do:

    1). Download your Ultimate_Ads_5150 and installed on C3 (UltimateAds.c3addon)

    2). Open your UltimateAds.capx under C3.

    3). Export. Menu -> Export-> IOS (Cordova), download and replace the <plugin name="cocoon-plugin-ads-android-admob" /> to <plugin name="cocoon-plugin-ads-ios-admob" />

    4). Zip the folder and using: C3 -> Export manger to build a Xcode project.

    5). Open the xcode project and build under Macbook Xcode. Run under iPhone 7 Plus.

    6). Only showing Banner Loading... and nothing happens again!

    Please help with this! I really need help!

    Hello fanjiangang,

    In the email you sent me with your code snippets I can already see that you use the plugin incorrectly.

    The Is Touching condition is executed 60 times per second as long as player touches the CircleBack object. Which causes the Show rewarded video action to be triggered many times. This may cause unexpected behavior. Triggering Interstitials and Banner the same way is , lso wrong.

    Instead, you should use trigger conditions (the ones with a small green arrow) available in the plugin or simply ensure that you trigger the show ad actions only once when you need them.

    I have provided a test capx with the plugin which shows the correct way to implement the ads (also there are video tutorials). Can you please export the text capx and see if it works for you?

  • Hello

    Thanks for your work! I bought your plugin. But I don't understand how "Has product" works. I use it after trigger "On restore succeeded" but it not restore my purchase. I tested "Has product" after others triggers like "On init succeeded" and "Purchase succeeded" but it not get "true". Before that, I used the cranberrygame plugin and it worked. Could you explain to me how to use it?

    Hi radbrothers,

    The functional part of Has product lays in Ludei's Cordova plugin, not in my plugin so I can't really explain the technical aspect. But it should work as in cranberrygame's plugin. It worked like a month ago when I tested it. I will give it another test next week (I'm AFK for this weekend) and if it's bugged then I'll contact Ludei, otherwise I'll let you know the exact steps of how to use it.

  • Still no reply from the author

    Hi fanjiangang,

    Sorry for late response. It's best to ping me on Discord when you need a quick help, this way it pops up on my mobile and PC.

    In regards to your issue, I can't really say much because you didn't provide any details of how you made your builds. Have you read the earlier posts in this thread? People complained few times about the same thing but every time it was just a mistake in their configuration.

    Do you use different Cordova plugin for Android and iOS as mentioned in the FAQ on the store page and in the video tutorials?

    For the rewarded video, there's a known AdMob issue (easy to google) that sometimes the video doesn't show because the Ad unit is corrupted and the official suggestion from AdMob is to remove the old one and create a new one.

    Have you tested with test mode on?

  • Hi Ashley,

    Current offline related conditions in the Browser plugin allow us to determine if an update is available and if it's downloaded. Which is great and works well if we want to allow user to keep on playing the old version while downloading a new one in the background.

    However very often it would be more suitable to check the new version availability at start (in the loader layout for instance) and reload (update) the game to ensure that the player is always playing the newest version before letting him enter the actual game.

    Currently it is not possible because we do not have any trigger that will tell us "I checked for an update and there is none available". So if there is no update available, we can't check if the update has been checked already or not.

    I took a look at the code and I saw that your Service Worker is already sending such message ("up-to-date") to the Browser plugin. The only thing that lacks is a condition and a little logic. I temporarily altered the Browser plugin to test it and it works flawlessly.

    I investigated and implemented all the needed code which I'm sharing below. Would you mind adding it to the official Browser plugin release please?

    == runtime.js

    if (messageType === "up-to-date")
    			this.runtime.trigger(cr.plugins_.Browser.prototype.cnds.OnUpdateNotFound, this);
    		else[/code:f5suyvh5]
    
    [b]== runtime.js[/b]
    [img="https://puu.sh/z7mOf/c671fb35fd.png"]
    [code:f5suyvh5]	Cnds.prototype.OnUpdateNotFound = function ()
    	{
    		return true;
    	};[/code:f5suyvh5]
    
    [b]== edittime.js[/b]
    [img="https://puu.sh/z7mQF/32d5288e70.png"]
    [code:f5suyvh5]AddCondition(22, cf_trigger, "On update not found", "Offline", "On update not found", "Triggers when no update has been found.", "OnUpdateNotFound");[/code:f5suyvh5]
    
    The result allows something like below:
    [img="https://puu.sh/z7mVG/e821b29d34.png"]
    
    Simply saying, the user will always run the newest version once it's been uploaded to the server.
    
    [b]== EDIT (bug found):[/b]
    I just noticed that SW is not sending "up-to-date" message when the code is exported with minification. It works well without minification.
  • Oh, I see... is that to say you've never tested this out personally on an iOS device, but your customers have? I'm looking through the comments, but can only see people talking about Android.

    I tested this with a friend of mine before the release and I personally made several iOS apps with this plugin for my customers so I know it works well. Otherwise, I would have had much more complains and so far you're the very first one, and that lets me think that plugin is not at fault but something with your configuration.

    I'm sorry I don't have a video tutorial or at least a step by step PDF tutorial but so far even non technical customers (like designers) managed to set all up by themselves so I figured that Appstore configuration process is very simple and so I haven't put any prio for this tutorial.

    I'm sorry you're still encountering issues. You may want to give other plugins a try and simply refund my plugin if it doesn't fit your needs. As far as I know Scirra refunds without any issues so it's just a matter of sending them an email.

  • Hello BackendFreak,

    Is there a way to add an array to the counter?

    And is it possible to do this, I have given an enemy 200 health and once he has 0 health or below 0 he will be destroyed, instead of immediately destory for points?

    My English is not the best,

    thanks in advance

    Fabian

    Hello FabianB,

    This as description says this is a behavior for text-based objects:

    ... so I'm not sure how would you like to use arrays here?

    Also I'm not sure what do you need in regards of destroying the enemy. I'm sure it's possible but I think it's not related to my behavior, still I'm happy to help but I need to understand what do you want to achieve.

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  • Sorry to contact you again, but it's still not working for iOS. I started to think that perhaps I'd put things in iTunes Connect incorrectly, but I've gone over that with a fine toothed comb, and it's all set up as it should be (AFAIK).

    Reading over some forums, I'm seeing reports of people saying that they're getting no IAP using the default plugin, but are having success with a Cranberry plugin. Might I be able to ask how much your plugin differs from the official.

    Are you able to share a screenshot of how you've implemented IAP in one of your iOS games?

    Ultimate IAP is a completely different plugin. I mean that it's not related to the official IAP not Cranberry's one.

    When it comes to C2 code then it's exactly the same as for Android. There are no differences. But if you ask for Appstore internal configuration then I'm afraid I can't help because I simply do not own a Mac nor iPhone. All my customers managed to set it up there by themselves after I provided the plugin and C2 code. But I can contact someone who built it for iOS and ask for Appstore config details. In a meantime I googled some info quickly, but I guess you already went through sites like this one https://developer.apple.com/in-app-purchase/

  • Hay man, I just changed computer and now I want to load my game. And there is problem because system wants: "Cocoon Rewarded Video" by Toby R.

    So I downloaded plugin and paste to window and there was info that is installed. I restarted and still see this same alert. Please check

    https://imgur.com/a/CdR0e

    SOLVED:

    I just installed older version and it's ok <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";-)" title="Wink">

    Thanks!

    Yup, Cocoon Rewarded Video was upgraded to Ultimate Ads. It's recommended to use Ultimate Ads, it's newer and also has other features.

  • Oh, by the way. I picked up Ultimate Ads as well (finally) and it's running very well. It's really nice having the ability to do reward ads, which aren't available in the original Scirra version.

    Great, glad to hear that Ads work well for you, and thanks for the purchase.

  • Hmmm... I thought about your case AnD4D but I can't figure why it gives you any issues. I'd like to help but I just don't know what's wrong in your case.

    I believe you ensured that you use cocoon-plugin-inapps-ios-appstore for iOS build, not the cocoon-plugin-inapps-android-googleplay.

    But your code snippet seems not to be the best. On event 1 you Initialize the IAP and then on event 9 you restart the layout. Which means that once the product is purchased the layout will keep restarting all the time. Maybe this gives some unexpected behavior for you?

  • Boom! That’s it, working. Spot on, thanks so much for this plugin. Been tearing my hair out for weeks.

    Glad it works. Good luck with your project!

  • I think I've followed the videos correctly, but my banner ads aren't showing.

    I've exported for iOS as Cordova and built in PhoneGap.

    I've done the following:

    - Insert UltimateAds object into app.

    - Set banner ID to AdMob test ID for iOS

    - Set Test Mode to Enabled.

    - System > On start of layout > UltimateAds > Load a banner ad

    - System > On start of layout > UltimateAds > Set banner layout BOTTOM_CENTER

    - UltimateAds > On banner Loaded > UltimateAds > Show banner ad

    In the config.xml, before </widget> I've added the line: <plugin name="cocoon-plugin-ads-android-admob" />

    In the Plugins tab on PhoneGap there's the following plugin:

    cocoon-plugin-ads-android-admob npm * 1.0.11 n/a android,ios,winphone

    Any idea what I'm missing or doing wrong?

    Hi Bootfit,

    For iOS you should use cocoon-plugin-ads-ios-admob plugin instead of cocoon-plugin-ads-android-admob in your config.xml. It's also mentioned in the video tutorials. I understand it's easy to miss some detail among so many information from the video. Let me know if it helped.

  • At first I was really enjoying implementing this plugin, but things just don't appear to be working out for me.

    Hi AnD4D, I'm sorry to hear this plugin doesn't work for you while it works for nearly 100 other people who use it. I'm happy to help but it's just hard without seeing the exact process you do to build an app, so I'll be guessing a bit.

    You also mentioned in the email that next to the IAP, you also have a problem with setting up the AdMob plugin. The good news is that I have made (also many of my customers) many apps with IAP and Ads implemented and it worked perfectly fine both for Android and iOS which apparently proves that all works fine if you set things up properly. Now we just need to find out what's the issue with your setup.

    Implementing the Ads properly should be very clear as there is a complete video series for Ultimate Ads (AdMob) available.

    Unfortunately, I haven't ordered video tutorials for Ultimate IAP yet. Tutorials made by professional tutor costs a bit so this will have to wait.

    In a meantime could you tell me few things:

    1. Does your issue appear both on iOS and Android?

    2. Have you tested on any other smartphone?

    3. How did you refund the product (process and platform)?

    4. Was it a Google test product or a regular product and if so what type of product was it?

    5. Do you have your Google Wallet setup completed?

    Products are managed by Google Play and it's Google's database that tells whether the product is purchased or not for the particular amount. So if the "has product" returns true after refunding or the purchase button instantly triggers successful purchase, then it means that the product has not been refunded in the Google's database. The plugin itself does not have a refund action and it does not store any refund nor purchase related data. It's just the API for Google services.

  • - think I’ll be buying this over the weekend.

    One question before I do - do I need to use the Construct3 MobileAdvert object?

    I have to build my app using PhoneGap build as I have a native social share plugin that requires a PhoneGap build, however when I also have MobileAdvert object as part of my app, PhoneGap build blows out.

    Ultimate Ads is a stand-alone plugin. MobileAdvert object is not needed. You just use Ultimate Ads directly. You can see the detailed process in the video tutorials in the very first post of this thread.