ArcadEd's Recent Forum Activity

  • I must have missed one of the change logs, or just forgot. Does C2 no longer use WAV files when it imports audio?

    I'm asking because I have a project I have been working on for a while and most of the audio has 3 files (Wav, Mp4 and Ogg). However, new sounds I import seem to only be MP4 and OGG. This is great news and looks like when exporting your project it only pulls the ogg and mp4 as well. However in my project, under sounds, there are still the wavs. In my CAPX the wavs are still there as well. I assume it's safe to delete them?

    Thanks

  • I'm not sure how personalized you can make google analytics. WIth the flurry plugin, you can put events anywhere in your project to track whatever you want.

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  • Yes, if you read the first post he gives instructions on getting it working with CJS .

  • Aphrodite,

    Yes, I agree 100 percent. I, for one, probably would not have invested the time into C2 from the beginning if it was promoted as an HTML5 only engine, I probably would have learned something else. Now I feel really proficient at C2, and for the most part, I can get wrappers working just fine. There are just annoyances along the way, and I don't think they will truly ever go away.

    I am just wondering now if it is truly time to jump to another engine that has more features that I actually need, instead of expecting Scirra to create something that C2 was never intended to do .

  • I was about to come in post what did.

    I think the number one feature is native exporting. I know it's a huge task, but I know I would be willing to buy and upgraded license (above business) that support multiple native exporters. I'm not even sure if it's possible with C2, but game maker is doing it, unity does it, this new one called Spark Tools is coming soon

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    I just think the dependency on third party wrappers needs to come to an end. I would be happy if we could natively export to say Xcode/Objective-C and then let us worry about getting things like ads, game center, etc. working in Xcode. For those of us that want this advanced featured.

    Now I understand that this feature is a bit more advance and is probably a pretty small percentage of your user base. I get that, I just wanted to voice my opinion <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">.

  • Does this apply?

    https://software.intel.com/en-us/node/5 ... Id=9171639

    I have to be honest, I know very little about XDK. I haven't used it at all since CJS works fine for me, but having other alternatives is always good.

  • Raiper341 Do share how you got admob working.

  • You know, you are like the 5th person to mention hats . Must be something to that.

    I totally hear what you are saying with the swipe, I got used to just playing with my left thumb. Adding some button controls wouldn't be too hard.

    Thanks for the great feedback.

  • Updated to beta 5.2. See original post for new link and change log.

  • Well you can pick how much you want to sell your ad space for. Mopub basically bids out your space to tons of companies like Millenium Media, LifeStreet, etc. Because of that, it can take a little while to start getting good paying ads to show.

    My ECPM ranges from .30 to 2.50 depending on the day and app.

  • Pretty sure their latest SDK is already included in the Ludei Cloud Compiler.

    Until I actually swap over, I don't know. I don't know if they keep all your apps and publisher ids in tact, or if I need to create all new ones in the new admob. Time will tell.

    I'm preparing as if I need to recreate everything though.

  • Yes it was, it was done last week. I tested each games and ads were coming up.

    Though I have been on Mopub for a long time, so I have a very long list of creatives waiting to be shown in my apps.

    I have no admob running right now because I am getting ready to change over to the new admob, since they are forcing out the legacy version. Next month I will update everything again with mopub/admob. Right now, it's just mopub and it seems fine.

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ArcadEd

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