ludei's Recent Forum Activity

  • Hello,

    As far I can tell, It is in our plans and roadmap to support AdMob and MoPub in separare ways in the nearly future. In fact, we are currently working on it . However, I can't tell you a date, I am sorry.

    Regards.

  • Hello,

    ludei

    screenshot posted by JLH1964 is quite shocking (about interstitial ads) so may you finally say what % from ads is taken by Ludei?

    No, we don't take anything. All the earned money is for the user.

    Regards.

  • Did this already happen? I was hoping to see something about Cordova plugins in CJS builds.

    Still working on it. Sorry. We will publish everything as soon as it is ready, so do not worry, we will keep you all inform.

    I'm still having trouble to use "Is logged in", can't see any 'Social' option under a 'Function', I was able to add "Is logged in to Game Center" in old C2 embedded CJS plugin, but the manually installed new CJS plugin won't show any 'Social' options under a 'Function', I can see 'Social' outside a Function tho, this possibly a bug?

    To reproduce this problem:

    1. New project

    2. Insert new object > Function

    3. Insert new object > CocoonJs

    4. in event sheet, add event > Function > On Function

    5. right click on the added Function > Add blank sub event

    6. double click on the added blank sub event > Cocoonjs, you will see no 'Social' options available!

    It is not a bug. You should see the attached image when adding a condition. If you can see this, it means you are using the latest plugin and the "Is logged in" is done internally and not necessary. If you want to check the code, you can open the runtime.js inside the cocoonjsads folder and open it. If you search for "isLoggedIn()", you will find it as a condition. We are checking it for you.

    Regards.

  • Hello,

    i also run into same problem with new cocoonjs plugin & google play config, did you manage to sort it out? how do you do it?

    Can you explain, please, what the problem is? We didn't change anything recently regarding Google Play.

    Regards.

  • ludei thanks for quick reply & good job with recent improvements, cjs deserved to stay in c2 official support! i noticed new Cocoonjs plugin has removed "Is logged in to Game Center", also "Request login", are these no longer necessary?

    They are both in Social. The "Is logged in" now is included internally in every Social Service available (Facebook / Google Play / Game Center) and the "Request Login" should appear in Social too. The required params depend on the service you want to use. You can select the social service through the CocoonJS object ( you can pick between GP / GC depending on the nature of the device, o force the device to use just one). Unfortunately, you still cannot use Facebook AND Google Play or Facebook AND Game Center. That requires a lot of programming time and we still cannot face it.

    All the required params you need to fill in the CocoonJS object for configuring the Social Services are specified there.

  • Hello,

    ludei is there a documentation on how to use leaderboard? it seems the setting has changed in new plugin(from old C2 built in cjs plugin), also google play leaderboard. i've looked up the demo capx, still confused what to put into "leaderboard_id", also no more request login for leaderboard? i see thats part of "social" now, which i believe is for facebook and not google play or ios gamecenter?

    Sorry, but I don't understand what you mean. There are no new changes in the C2 Plugin. All the updates we made were for improving the functionality internally. The leaderboard_id works as usually. You have to configure the service in iTunes or in GooglePlay and the fill the field with the id they give you:

    Game Center:

    https://developer.apple.com/library/ios/DOCUMENTATION/LanguagesUtilities/Conceptual/iTunesConnectGameCenter_Guide/Leaderboards/Leaderboards.html

    Google Play:

    https://developers.google.com/games/services/common/concepts/leaderboards

    Iam not sure if this is the right thread to ask this but does anyone else got problems with ads on iOS(especially iPad) since the 2.1.1 release?

    It seems that cocoonjs does not recognize the correct device and chooses the iPhone ad-Id's instead of the iPad id's. I have tested this with admob, chartboost and iAds. While the other networks seems to work with the iPhone id's, chartboost does not. I have also postet a question ludei 's helpdesk a few days ago but no response yet.

    Yes, we are having a look at it, but we didn't find any error. We suggest you to check if the ids you generated for the ads are in the right place. According to the description of the issue, it can be that you mixed them. Our demo works fine in all the devices we have (iOS and Android) using the C2 Plugin and the JS Plugins. If the issue persists, please, send us a test case using you ids in which we can reproduce the issue.

    Regards.

  • ludei I have something separate to ask you. Alot of people still use the export to CJS feature in C2. However, I'm pretty sure I read on your website that you prefer people to do a HTML export now. Can you clarify which is the best approach?

    Not sure in which part of the web you read it. The exporter is working as it should even in the latest release. However, if you prefer to use the html5 exporter, it will work too. If your plan is to develop a game using Canvas+, then for sure our exporter is better. If your target is the Webview+, I guess it depends on the nature of the game.

    Regards.

  • Hello,

    >

    > Could you please send us a test case so we can have a look at the issue? We didn't change anything from the 2.1 to the 2.1.1 regarding webstorage. If possible, please, use our community.

    >

    >

    Already did.

    http://support.ludei.com/hc/communities ... at-startup

    I think it's related to you opening a internal web server and loading the files through local IP... but in 2.1.1 it may have a dynamic port/IP which 2.1 does not. v2.1 works just fine.

    C2's implementation of WebStorage depends upon the port & IP on startup, if these change from prior launches, the WebStorage resets or makes a new/default entry.

    Anyone who has tested the preview on Chrome or over Wi-Fi has encountered this problem before if they have a dynamic IP or port.

    If you want a test case, just make a quick save using global variables and WebStorage to save & recall a top score. Exit the game and restart your iPad, then launch the game again to see if it recalls that save variable. You'll see it working fine in v2.1 (cloud compiled and xcode provisioned not launcher based) but not in v2.1.1!

    Thanks for publishing it at the community, we will have a look at it. However, I would like to remind you how a bug should be reported at our community: http://support.ludei.com/hc/en-us/articles/203459717-How-to-report-a-CocoonJS-bug

    As it is said in the article, every new bug report should have a test case attached that reproduces the problem and should be drafted with the "bug report template". If you don't follow these steps, the process will be much slower.

    Regards.

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  • Hello,

    I am afraid I can not tell you much more than what it is already said in our Community. We are about announcing big improvements and great news, but we can not tell anything yet. Hope you understand the situation.

    Regards.

  • Hello,

    ludei, I tried to disable lazy loading but could not find the words referring to it, the nomenclature changed or am I looking in the wrong file? Where do I disable lazy loading?

    Sorry for the inconvenience. It seems there is a change in the name of the feature, but it was not from our side.

    search on the c2runtime.js file

    "img_["cocoonLazyLoad"] = true;"

    and set the value to false

    this will disable lazy loading

    Yes, this is how it currently works. Thanks a lot for the contribution.

    Please, remember not to use the minified version.

    For some silly reason I can't seem to get WebStorage to retain saved data such as Local Values with CJS 2.1.1 but it works just fine in version 2.1 .. something happened in the latest CJS update to break WebStorage compatibility (or I'm just doing it wrong, but it worked fine all this time heh).

    Could you please send us a test case so we can have a look at the issue? We didn't change anything from the 2.1 to the 2.1.1 regarding webstorage. If possible, please, use our community.

    I think one of the biggest issues now with the 2.1/2.1.1 compiler is that in iOS 8's WKWebView, you can't use any ajax requests!

    Due to Apple's bug, the file:// protocol isn't working properly. Ludei's solution was to open an internal web server and load the files through 127.0.0.1, causing all server requests to be denied due to cross domain restrictions.

    This has forced me to keep working with the 2.0.2 compiler, unfortunately...

    Excuse me but why the 2.0.2? There is not a iOS Webview+ in the 2.0.2 and you can use Canvas+ and the System Webview in the 2.1.1 too, so why do you use the 2.0.2? We are aware about that bug, but it is a difficult issue to solve. We are still working on it. However, it is a better solution to use the 2.1.1 and another enviroment if you think the Webview+ for iOS is a trouble.

    Regards.

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  • > Hello,

    >

    > You can use our plugin for that purpose and, in addition, inside the plugin folder there is capx you can use as example.

    > https://github.com/ludei/Construct-2-pl ... aster/capx

    >

    > Hope this helps a little.

    >

    > Regards.

    >

    I cant load he capx :// - i get this message: Cannot find action with the ID 23 in the plugin "CocoonJS" (CJSAds). This is usualy caused by a third party plugin developer removing the action from the plugin in an update....etc.etc.

    I was forced to update Construct2 and now i cant load the capx either... <img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very Sad">

    That error only happens if you try using an old version of the plugin with a recent project using the new one. And that capx uses the latest version of the plugin. Update the plugin every time you update C2 to prevent it.

    Here is the link to the closed issue in which this is explained:

    https://github.com/ludei/Construct-2-plugin/issues/52

    Regards.

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ludei

Member since 23 Mar, 2012

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