MPPlantOfficial's Recent Forum Activity

  • So does admob work on iOS or just web published games?

    ^This.

  • So does anyone know what ad Service to use for iOS?

    (I think I'm allowed to bump this topic since the last reply was May 14)

  • Bump.

    I found this:

    as a possible reason for why the iAds plugin is gone.

    Please help, guys. I don't know what my options are.

  • Good Evening, Scirra.

    My CAPX file is about 98% done.

    The last 2% being learning to use and implement the Twitter, iAds/Admob and possibly IAP features.

    My CAPX file was saved in r227 so I'm assuming iAds is no longer an option since the basic blank layout does not allow the addition of iAds anymore, neither do my own capx files.

    That being said, how do I make money off my app if I were to release it in iOS? Does the Admob option work on iOS devices too?

    Does Apple pay you just from downloads or do I have to use a monetising plugin?

    I know there are a dozen tutorials already posted but I have problem figuring out just which ones are UP-TO-DATE?

    I mean, just last week I thought the Ejecta option was still viable, the tutorial was posted 2014, relatively new compared to the Cordova one which pre-dates it yet Cordova is the recommended option right now.

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  • Nevertheless, Intel XDK provides you with some emulation device that could allow you to "virtually" test your application.

    GREAT!!! That's just what I need while I go look for iUsers!

    By the way, I loaded my game built in r160 in the current release r227 and surprisingly it retains the good LocalStorage system (LocalStorage.LocalValue("Value_Name") ) and not the new one with the whole "Get" system I don't understand. Is this normal?

    I'm still able to add the new plugins such as the Twitter one.

  • So in this tutorial

    https://www.scirra.com/tutorials/992/ho ... ith-ejecta

    it says:

    "Note: as of Construct 2 r191, Ejecta support is deprecated. We strongly recommend publishing with Cordova instead. For more information see How to export to mobile with Cordova."

    Does this mean SCIRRA is no longer supporting Ejecta or the other way around?

    Ejecta + VMWare seems to be THE BEST OPTION for me as I don't have an i-Whatever device to test my game in.

    This tutorial: https://www.scirra.com/tutorials/907/de ... e-easy-way

    is really good.

    So I think my best option would be to go back to release 191 (or 190 for a good measure ) and save my game there. Is this still an option for me?

    Another question: Does release 191 have this new "LocalStorage is missing" ; "Get LocalStorage" shenanigans that I'm seeing in r227? I want to be able to access my values simply using LocalStorage.LocalValue("HighScore") and not have to re-learn this crap.

    Thank you very much!

  • Hey guys. I'm curious about the Ejecta-VMWare option listed here:

    https://www.scirra.com/tutorials/907/de ... e-easy-way

    I don't have any i-Devices; I could borrow one for a maximum of one day maybe.

    Now I downloaded Ejecta and I'm getting it setup on my PC.

    I went to VMware's website: https://my.vmware.com/web/vmware/downloads

    and look at this mess.

    There are like 500 choices! From what I understand, I'm only supposed to get the

    "VMWare Workstation" and "VMWare Player" ones.

    Clicked on the Workstation and:

    https://my.vmware.com/web/vmware/login

    They want me to make an account and login so I click on register and:

    https://my.vmware.com/web/vmware/registration

    "Tell us about your department"

    "Tell us about your company or organization"

    What? So you're required to already be a business to be able to use VMWare?

    I haven't completed this step yet.

    Will the FREE TRIAL SUFFICE just to test my game?

  • just insert any resolution with the ratio you want and apply fullscreen letterbox scale or integer scale if pixel style game

    if device is larger or smaller than the ratio you inserted, there will be black areas in order to avoid stretching

    Great! Thank you so much!

  • From page 1:

    "The short version: don't target one resolution

    A common misconception is that you need to target a specific resolution, like 1280x720. However, there are so many different resolutions used that it's ridiculous to pick just one. It's much better to pick an aspect ratio, then scale the game to fit that. For example, instead of 1280x720, target the 16:9 aspect ratio. (Just enter any 16:9 resolution for the window size in Project Properties.) Enable Letterbox scale in the Fullscreen-in-browser project property, and now your game should appear correctly on any 16:9 resolution."

    From what I understand, if you want your game to appear on a 16:9 (or in my case 4:3 ratio) you HAVE TO pick the "SD 16:9 project" or "SD 4:3 project" when first selecting your project before inserting even the first object or event. There doesn't seem to be a way to do that. The Project Properties thingie only allows me to TYPE IN my desired resolution.

    Am I misunderstanding this tutorial?

  • That's the problem. I can't seem to set window size to 4:3. It doesn't give me that option.

    What if I want to run my game on a device that has 1800 x 960 resolution or something? The sprites will appear all stretched?

  • Hey guys. I built my game using the "new empty project" option that first appears when creating a new game.

    Now that I want to export my game to fit multiple devices, I want to switch to the "new sd portrait 4:3 project".

    I tried looking at the project properties but it just doesn't seem to give me the option.

    Now at least simply Copy-Paste Objects from from project to project but the events are the problem.

    Is there a way to switch layout size?

  • Congratulations on your success!

    Did you market the game on Twitter or Facebook?

    I'm about to release a game myself.

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MPPlantOfficial

Member since 17 Feb, 2016

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