AnD4D's Recent Forum Activity

  • guero Can you keep me updated if yours suddenly starts working? I went over to AdMob and linked my app directly to it, but that doesn't appear to have done anything either.

  • Same here. Not fixed. I lol'd at ludei saying it would be fixed in a few weeks.

  • When I export my app through Ludei, it requires all sorts of permissions to be agreed to. However, if I export my app through Intel, I only need 1-2.

    Anyone know how to remove certain things from Cocoon?

    I don't need to know the location of people who download my app!

  • ArcadEd

    Yup, except my CPM is 0.01... as I was told it couldn't be higher...

  • sweetiewill

    I'm in the same boat. I signed up to AdMob only a few days ago, so I imagine I'm getting their new version. I was getting the demo ads appearing, but as soon as I put them on hold, nothing is connecting.

    I've linked my AdMob account to MoPub, as well as putting in my ID number where requested... but sadly nothing. The game just runs now as if it wasn't going to use ads in the first place :(

  • I've had my app suspended from Google Play for 7 days, and then completely removed a few hours later due to using spam for my meta-tags. Thing is, I'm not using any meta-tags at all. I wonder if this is related to the adverts.

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  • szymek i think new admob dosent support mopub :( ....

    Ahh... I wonder if this is what my problem is then...

    If I have it set to demo, I see demo ads, but if I turn this off, I see nothing :(

  • szymek

    Yup, that's where I found it. The networks section... not the dashboard section. That's like saying you can post on the Construct 2 forum via the homepage.

    The dashboard is an overview of all of your ads. No problem, as I found it, but I got myself a little confused.

    In any case, as far as I can tell, it's all set up. I'm getting about 120 attempts at calling the ad, but 0 impressions. Is that unusual for a first timer? I have set all of my CPMs at 0.01.

  • viewportleft+((viewportright-viewportleft)/2) worked great! I'll use this for future games.

    Colludium

    That is very interesting indeed. Very clever idea for huds for multiple screen sizes. All you'd need to do is run the function at the beginning, and you're set!

  • LittleStain

    I am genuinely surprised. That actually worked. Not sure how...

    However, it did break an awful lot of my game. One example is that I had an event that would delete anything that went off screen, so things would randomly disappear when they got too close to the edge.

    Just testing out the viewport suggestion, then I'll give Colludium's a go :)

  • LittleStain - Just testing your solution first with parallax and unbounded... but I do not think that will work. While it's compiling through Ludei, I've given viewportright/2 a go, and it's put it in the centre... I just need to test that on my compiled APK and see if that worked.

  • LittleStain

    Not sure you've experienced the same as me...

    There is no centre if the screen size keeps changing. I need to do this at run time so that I can support a lot of screen sizes. With scale outer, it doesn't scale from the centre, it scales from an edge.

    I could add it to a parallax layer, but if I don't know how many pixels the screens are different by, it's no use to me.

    In this example, it could be anywhere between 100-200 pixels, but of course, there's no real way of knowing.

    I'd have thought window width would be what I need... but it doesn't work at all, even in my C2 previews.

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AnD4D

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