Wink's Forum Posts

  • Well since my last post here I have updated my game with CocoonJS's new MoPub JSON code:

    {

        "ads": {

            "MoPub": {

                "iPad": {

                   "fullscreen": "iPad fullscreen Ad Unit Id",

                   "banner": "iPad banner Ad Unit Id"

                },

                "iPhone": {

                   "fullscreen": "iPhone/iPod fullscreen Ad Unit Id",

                   "banner": "iPhone/iPad banner Ad Unit Id"

                },

                "Android": {

                   "fullscreen": "Android fullscreen Ad Unit Id",

                   "banner": "Android banner Ad Unit Id"

                }

            }

        }

    }

    And I also released another game on the Google Play store.

    Now, with cocoonJS's new JSON code AdMob ad's don't even show up anymore even though I get reports saying they are. The only ad's that I can get to show up now are MoPub's If I enable them and even then there ad's only show up about once a day if that, and the ad's don't rotate anymore either. That and I was up to a wopping 26 cents of revenue yesterday, and MoPub set it back to 1 cent today. What a bunch of cheap bastards!

    So I tried InMobi ad's since AdMob is merging with Google Adsense, and I can't get a Adsense account. But the result was the same.

    I keep getting emails from InMobi now asking me why I haven't integrated there ad's with the games I have registered with them but I have, and I keep getting reports from MoPub saying how many impressions I get each day.

    Iv tried to get help from AdMob, and InMobi. They said it was MoPub's fault so I asked MoPub, and they said CocoonJS must not have there sdk properly integrated.

    WTF?

  • I honestly don't think you will see a canvas stretcher option in C2's future. I don't even think it would be possible. I could be wrong though.

    You could try playing around with this .capx example:

    Multiple resolutions - solid example

    I never had much luck with this technique though.

  • Is it possible?

    Yes it is possible with a little extra work. I wrote a little something about this here:

    http://www.scirra.com/forum/multiscreen-cocoonjs_topic61313_post376578.html?KW=screen+resolution#376578

    If you read through all the posts I go over some different techniques I use for different game types. Hopefully you will find it helpful.

  • felixsg You could always send lorinbeer a get well card with a link to this thread as a friendly reminder. The email address is on Lorin's GitHub profile page:

    https://github.com/lorinbeer?tab=activity

    I just seen some public activity on lorinbeer's GitHub account about 11 hours ago so the surgery must have went well. I hope we are next <img src="smileys/smiley1.gif" border="0" align="middle">

  • Tekniko I don't know about iOS but for Android the process goes like this:

    Export game as CocoonJS > Upload it to CocoonJS > Download it back to your PC > Create a Keystore file (Make a backup copy, and keep it in the cloud or on a flash drive) > Sign your .apk file > Zipalign your .apk file > And then its ready for upload to Google Play.

    The first time through may seem like a painful process but it gets easier.

    Here are a couple good tutorials to help you through the whole process:

    https://www.scirra.com/tutorials/409/create-android-game

    https://www.scirra.com/tutorials/432/android-games-with-cocoonjs

    To update your game you will have to repeat everything except for creating a Keystore file. You need to use the original Keystore file for the life of your game. This is why you should make backup copies, and keep them on flash drives or in the cloud someplace. If you were to loose it I don't think you would be able to update your game again.

  • ghale After making a compile I got the same result as you did so it's not just with your account.

    Here is my compiled apk:

    https://dl.dropbox.com/u/43763487/examples/Alignment_Demo_2013_03_02-03_59_31_debug_signed.apk

  • Sure ghale I was going to try that anyway. But I wont be able to do it until latter today or sometime tomorrow because I have a very busy day planned.

  • ghale Hmm, I see what you mean now after trying your APK example I get the same thing. But when I try my example with anchors, and no events I don't have this problem. <img src="smileys/smiley5.gif" border="0" align="middle" />

    This must be a bug in the CocoonJS Cloud compiler. I will also let them know about this possible bug maybe if enough people report it they will prioritize it.

    The funny thing is though I don't get this type of issue with any of my compiled games. Maybe it is just a bug in your account. I really don't know how the back end to the cloud compiler works though.

  • Hello, today I am proud to announce the launch of my latest game Lucky Bunnies on the Google Play Store.

    <font color="black"><font size="6">Lucky Bunnies</font></font>

    Lucky Bunnies is a fun, and addictive little Easter bunny themed slot machine game for kids, and adults alike. Match Easter bunnies, and eggs to win credits.

    <img src="http://i46.tinypic.com/30k7vo9.jpg" border="0">

    Give it a try it's free!

    You can download it from here:

    https://play.google.com/store/apps/details?id=com.littleapplabs.luckybunnies

    I hope you all enjoy <img src="smileys/smiley1.gif" border="0" align="middle">

  • Hello, today I am proud to announce the launch of my latest game Lucky Bunnies on the Google Play Store.

    <font color="black"><font size="6">Lucky Bunnies</font></font>

    Lucky Bunnies is a fun, and addictive little Easter bunny themed slot machine game for kids, and adults alike. Match Easter bunnies, and eggs to win credits.

    <img src="http://i46.tinypic.com/30k7vo9.jpg" border="0">

    <img src="http://i50.tinypic.com/jp7d4x.jpg" border="0">

    <img src="http://i48.tinypic.com/6g8y79.jpg" border="0">

    Give it a try it's free!

    You can download it from here:

    https://play.google.com/store/apps/details?id=com.littleapplabs.luckybunnies

    I hope you all enjoy <img src="smileys/smiley1.gif" border="0" align="middle">

  • ghale A lot of people here use a Samsung Galaxy S II for testing. That is a nice high end device so I cant see why that's happening.

    When you are using the CocoonJS launcher what view are you using for this? I am using landscape view I don't know if that would make much of a difference though.

    You could try uninstalling the CocoonJS launcher, and reinstalling it again to see if that helps.

    CocoonJS just recently updated so this could also be a bug. If you cant get it working right you should report it as a possible bug to Ludei.

    Edit:

    Another idea I just had was try removing the Anchor behavior from all the sprites in my example .capx but keep all the other settings the same and see if that makes a difference.

    Second Edit:

    If you would like some help with your game project I would be willing to try, and help you with it. You would have to trust me, and share your .capx though. You can PM it to me if you don't want anyone else to see it.

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  • ghale I just tested it with the CocoonJS launcher on a Samsung Galaxy S3, and a Nexus 7. Everything looks fine here.

    Here is a screen shot taken off of my Samsung Galaxy S3:

    <img src="http://i51.tinypic.com/313n62c.png" border="0" />

    What type of device are you testing on, and what OS is it running? CocoonJS doesn't work very well on 2.2 and older.

    Maybe I'm not understanding exactly what your trying to accomplish?

  • ghale Yes, it is a simple example based on your Alignment_03.capx. You don't need any events to accomplish this. Just run the .capx and you should see a working example.

    Everything is done in the properties windows.

    I also wrote some tips about supporting multiple resolutions here:

    http://www.scirra.com/forum/multiscreen-cocoonjs_topic61313_post376578.html?KW=screen+resolution#376578

  • ghale Ok, I updated the download link to a r119 version.

    https://dl.dropbox.com/u/43763487/examples/alignment_multi_resolution.capx

  • ghale I think you guys are making this much more difficult than it needs to be.

    Here is a simple example I made for you:

    https://dl.dropbox.com/u/43763487/examples/alignment_multi_resolution.capx

    I used your original .capx to created 3 layers, I then set it to scale mode. After that I placed all your sprites on the HUD layer, and gave each one an anchor behavior with different settings. Then I set unbounded scrolling to yes, and set parallax to 0. This will get the effect you want on all device resolutions.