Toby R's Recent Forum Activity

  • Hello Toby, i bought your plugin, looks good but...i did every video tutorial, but is still not showing inster ads and rewarded video or banner ( im using C3)

    I tried ultimate ads on test mode enabled ( not getting the ads test image) and disabled with my own admob id ( not getting ads or exaples)

    Im testing on a real device with android 5.1.

    Also, i opened the config.xml file in \res\xml inside the project and i did not found the "cocoon-plugin-ads-android-admob" part from others posts.

    Its my first game ;_;

    Hello,

    Unfortunately, I have no control over what C3 export does and it may change often as C3 is young so in such case please add either

    <plugin name="cocoon-plugin-ads-android-admob" />[/code:3e8rxl9d] (for Android)
    
    OR
    
    [code:3e8rxl9d]<plugin name="cocoon-plugin-ads-ios-admob" />[/code:3e8rxl9d] (for iOS)
    
    manually to the config.xml and try again.
  • Hi Toby, I have a similar problem..

    Banner and Interstitial Ads work perfectly, but Video Ads do not show.

    Video ads get loaded, but still never show. I tried with both: Test mode enabled and disabled. No luck.

    Can you please look into this. Thanks.

    I can tell that I hear that from time to time but every time it's solved it turns out it's not a plugin's bug. The plugin is there unchanged for a long time now and works for many people so that allows me to "blame" other things.

    Could you please try to remove the AdUnit ID from AbMob and create a new one and try again? Also try different wrapper just for test maybe. And make sure you test on a real device as emulators may not work correctly sometimes. And ultimately have you checked with other devices?

    I know some suggestions may sound silly but we were solving such issues with even more silly attempts which for who knows what reason ended up successfully. So please give it some more tries with different variations.

  • It looks good to me Diepther

    Maybe you have a fill rate problem? Do you test with test mode on or on real ads?

  • Publishing with iTunes Connect it says the app contains IDFA and wants to know how it is being used and if it is being honored if the user sets a configuration for IDFA.

    Can you provide any information about IDFA and this plugin?

    Hi ggibson1,

    Unfortunately, I know nothing about the IDFA. You may want to contact Ludei in this regards as the Cordova base of this plugin comes from them.

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  • A few questions. What sources can I use to store the leaderboard data? Does this work with Cocoon.io and Canvas+? Can I create a leaderboard that is universal across platforms? That is, can iOS players compete against Android and web based players? A lot of questions I know but I do like how the plugin looks. Thanks.

    Hi rcioffi,

    This plugin just draws (and calculate position) based on the data you inject into it. So it's not platform dependent. You can load data from anywhere (local storage, Firebase, MySQL, etc.) and just inject into this plugin.

    So it is possible to use it as a cross-platform leaderboard but note that it does not cover storing data to any cloud, that's something you'd have to implement yourself.

  • As a fulltime freelancer I made a lot of mobile games with C2 for my customers and tested a lot of various features, and performance issues are not related to Pathfinding, LOS or any other CPU-related feature as various projects I worked with had a variety of features in and the issues was the same everywhere.

    I can surely say that apps wrapped with Canvas+ have the best performance and in the big majority of cases it's the only one wrapper that makes the app work at steady 60 FPS.

    WebView+ simply uses Crosswalk and is still better than WebView but in the huge majority of cases slower than Canvas+.

    WebView, in theory, should perform well starting from Android 5.0 but unfortunately, that's just a theory and in the real case scenario, it just performs the worst of all three. I think I was able to use WebView only in 2-3 projects throughout the years I work with mobile apps. Those were not games, but simple apps without any dynamic content.

    I tested apps on Samsung Galaxy S4, Samsung Galaxy S6, Samsung Galaxy S8, Ipad Air Pro, Xiaomi Redmi Note 2, Xiaomi Redmi Note 4, Sony Xperia Z (can't remember the number), and few others.

    WebView and WebView+ perform very well only on devices like Samsung Galaxy S8, so one of the strongest available devices at the moment. This is a good news because it means that once such devices will become widely used, we will have no issues anymore. But for now, only Canvas+ performs on the level that the game is playable on majority of devices.

    I don't know if it's a GPU fault, drivers or whatnot, but for the end user (and customers, so also developers) it does not matter. If I tell my customer that he can either have his game running at 45FPS with WebView or 60 FPS with Canvas+, then obviously he asks for Canvas+. Nobody cares what's causing the issue, people just pick what works better, and that's understandable.

    So again, it looks that we will get rid of the performance issue with WebView at some point (few years I guess). But at the moment for a mobile game C2/3 developer, Canvas+ seems to be the only reasonable pick, unfortunately (unless he's making something very simple). I say unfortunately because working with Canvas+ is not comfortable. It requires you to learn what to do and what not to do. It's not fully compatible with DOM elements, Text objects, XML documents, TiledBackground and so on. Nevertheless if one wants to have the game running smoothly, he needs to learn all that.

    Note that it's not C2 or C3 bug or issue because I used the same code for the test cases. It's purely about the WebView vs Crosswalk vs Canvas+.

  • Hi nexusgames,

    I don't think your error is related to my plugin. In the logs you can see that it has been installed successfully. Can you try to compile without my plugin to ensure it's the error source?

    Thanks

  • Have you tested with anything else than Canvas+? That would tell if it's C2 or Canvas+ issue. Also note that Scirra does not support Cocoon officially so you should check if there's a similar issue with Phonegap.

  • Hello,

    Thank so much ads work perfect

    I'm happy to hear that! Thanks for the purchase

  • Sprite.Width / Sprite.ImageWidth = Width Scale

    Sprite.Height / Sprite.ImageHeight = Height Scale

    ((Sprite.Width / Sprite.ImageWidth)+(Sprite.Height / Sprite.ImageHeight)) / 2 = average scale.

    People really need a custom plugin/behaviour for such a basic math logic...?

    Not hating on your plugin of course, so don't be offended.

    Hi Niespor,

    Your math skills are really impressive, but I encourage you to take a closer look at the ACEs of the behavior as it covers much more than what you tried to calculate above.

    Your example shows how to calculate the current scale by its image. Which is also covered in the behavior but it's not very useful in the majority of projects.

    What's useful is the scale by the initial size of the sprite (not image), which is not covered in C2.

    Let's say you want to enlarge the sprite by 10% when you click on it and then revert it back to original size when you release the button. With C2 you'd have to save the original width and height of the sprite to some variables. Then calculate 110% for height and width and then use saved data to revert the size to original... which is quite a lot of work as for such a simple thing.

    With Scale behavior you just use one action and set scaleBySelf to 1.1 and then to 1.

    There are obviously many more use cases than that.

    Thank you for your interest in Scale behavior!

  • Amazing Plugin! So simple to implement!

    There is an issue however with Chinese and other languages with strange characters using json. Is there any way to get these implemented in the same way?

    Thank you. What's the issue exactly?

  • How to make apk with inside construct 3 with android Cordova export not to export it but make it fully inside construct 3

    If you want to build an APK entirely inside C3, then I'm afraid that Scirra allows that only with their built-in native plugins. To use Ultimate Ads you must follow the tutorials available in this thread and on Store page.

    Thanks

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Toby R

Member since 23 Mar, 2015

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