Dellaclearing's Recent Forum Activity

  • TomaszEnhance RozekEnhance ch00se

    Hi guys, I realise this thread is on the Construct 3 forum, I'm a C2 user, I can create a new thread on C2 forum if you'd prefer?

    I used Enhance.co to add advertising SDK's to an APK in the past with no issues, I've updated Construct 2 to r177 and now every time I upload an APK I get the below error message:

    I've already dragged/dropped the library from Enhance.co into the new version of Construct, then exported as Cordova and used PhoneGap to build but then every time I upload to Enhance.co I get the same error message.

    Where am I going wrong please guys? What step am I missing? When I did thjis in the past all I did was drag and drop and that was all, the only thing I'm doing differently is I'm using PhoneGap instead of Cocoon.io to build the APK but that is no longer an option.

    Please can someone guide me?

    Cheers,

    D.

    Sorry guys, I can't figure out how to edit a post!

    Just realised that the image I inserted didn't display correctly:

    This is the error I receive.

    "Drag and Drop library not found! See above!"

    Also, I updated to the latest C2 version, 277, not 177!

  • TomaszEnhance RozekEnhance ch00se

    Hi guys, I realise this thread is on the Construct 3 forum, I'm a C2 user, I can create a new thread on C2 forum if you'd prefer?

    I used Enhance.co to add advertising SDK's to an APK in the past with no issues, I've updated Construct 2 to r177 and now every time I upload an APK I get the below error message:

    I've already dragged/dropped the library from Enhance.co into the new version of Construct, then exported as Cordova and used PhoneGap to build but then every time I upload to Enhance.co I get the same error message.

    Where am I going wrong please guys? What step am I missing? When I did thjis in the past all I did was drag and drop and that was all, the only thing I'm doing differently is I'm using PhoneGap instead of Cocoon.io to build the APK but that is no longer an option.

    Please can someone guide me?

    Cheers,

    D.

    Has anyone had any success with monetising a game after an AdMob/AdSense account ban please?

    Monetising without Admob seems very difficult!

    I've been using the the CocoonAds plugin for Banners and Interstitials and compiling using Cocoon.io. Cocoon have 4 dedicated advertising SDKs you can add to your build from their dashboard, Admob, Mopub, HeyZap and Chartboost.

    With Admob no longer an option, my next option was to try Mopub. My app was rejected by the Google Play Store because of an SSL Error Handler?! Not knowing what this was, I emailed Mopub and they said the SDK I'd integrated through the plugins section on Cocoon.io was about 2 years out of date and they don't support cocoon!

    Does that rule Mopub out or is anyone else here actually using them via the CocoonADS plugin please?

    HeyZap has been taken over by Fyber, I also couldn't find my Banner / Interstitial ID's to add to the CocoonADS properties from within Construct 2. All they offered was a custom SDK to download and integrate, but this isn't possible with Construct right?

    Chartboost was the same, I have App ID's and signatures, but no ID's for Interstitials and I don't think Chartboost even offers banners.

    I've seen tutorials online for adding Appodeal plugin to C2 and then adding a GitHub address in Cocoon, this looked great but then found out that to use Appodeal you need to have an active AdMob account which I no longer have! Their customer service confirmed this for me.

    I read about the Ultimate Ads plugin also which seems to get some really good feedback on this forum but again it seems it only works with Admob.

    So, I'm a bit stuck and would really appreciate some help and advice on where to go from here or even if I have any other options for monetising a game. I'd really love to hear from anyone who has successfully continued to generate money from their games work after an AdMob ban!

    Is there another way we can add any advertiser SDK we want? And would this involve using something other than CocoonADS?

    Thanks for reading!

    D.

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  • Dellaclearing Your events look like they *should* work to me.

    Try this. First event:

    On Touched 'Btn_Restore' > Restore purchases.

    Disable your entire second event for the moment. Rather have an event that says:

    On Restore Purchases Completed

    + (Is product 'remove_ads' purchased) > set global variable etc.

    So basically leave out the 'fetch products' action and 'on fetch products' event.

    See if that works at all.

    Hi Artpunk,

    I'm very sorry it took me so long to reply to you!

    To report back, it turns out I was doing something wrong the whole time! The APK I was testing on wasn't an official download from the Play Store, it was an APK I'd compiled and installe dstraight onto my phone!

    After publishing, the above didn't do anything, but I then reverted to the original instructions, re-compiled the APK and uploaded it to the Play Store and this time I was able to restore purchases on both Androind and my iOS version!

    I may be wrong, but can only assume that it was related to testing on versions not downloaded from the stores.

    Thanks for your help!

  • Dellaclearing sorry for no response I haven't been active on the forum lately. Did you get this working?

    Hi Artpunk thanks for writing back to me! No, I still haven't managed to get this working I'm afraid!

    Can you look at my image above please and let me know what I've differently to yours please?

    Thanks very much!!

  • I tried to use the Cocoon iAP plugin in exactly the same way as I used Cordova iAP. When the game first loads up and the title screen is showing, check if the remove ads iAP has been purchased and if so restore the purchase.

    On Start of Layout

    >Cocoon InApps - Fetch products from Store "removeads"

    >Cocoon In Apps - Update product list

    On Products Fetch completed

    >Restore purchase

    ...

    Events linked to restore button for restoring purchase are same as events in the title screen but use 'On Touched "Restore Button"' rather than On Start of Layout.

    Hi Artpunk, please can I ask you for some help?

    I've set my "Restore Purchase" button up the same way you've explained above but it doesn't work.

    My "Remove Ads" IAP works fine, but restore purchases does nothing.

    I'd be very appreciative if you could look at my events here and let me know what I've done differently to you please!!

    Thanks!!

  • Any reason the OP has been deleted please?

    Always found this thread inspirational!

  • Hi everyone,

    I have events that load AdMob banners on the start of every layout using the CocoonAds plugin. The banner is positioned across the top of the screen, if the user touches the banner to follow an advert then the banner is hidden when they return back to the game.

    CocoonAds: On Banner Clicked > CocoonAds: Hide the banner ad

    This works perfectly on Android, but not at all on iOS. Clicking the banner on an iPhone opens the test ad link but when the user returns to the game the banner is still there.

    Is this something that just doesn't work on iOS? I can't work out what I'd need to do differently as this works exactly as intended in Android.

    Please can someone help me understand?

    Thanks,

    D!

  • HI Congrats2u, can you tell me how you managed to get the plugin to work? I'm currently trying to use this but nothing happens when I touch my button.

    On object touched> Share Button> Execute javascript:

    "window.plugins.socialsharing.share('I've just Completed Round 1 in..."&newline&""& Round1TotalScore &" ' SHOTS !!!"&newline&"Try yourself now!!"

    There's also a Facebook option:

    On object touched> Facebook Button> Execute javascript:

    "window.plugins.socialsharing.shareViaFacebook('I've just Completed Round 1 in..."&newline&""& Round1TotalScore &" ' SHOTS !!!"&newline&"Try yourself now!!"

    Neither of my buttons do anything! I'm just wondering what step you took to get past this please? I need to get this part working before I can start to think about adding screenshots.

    Thanks!

  • Sorry to bump an old thread but this is the closest example I could find to what I'm trying to achieve so thank you ArcadEd!

    Is there any way I can move the angle bar around and change the angle? I've tried rotating the bar but it still only moves between 0 and -90 when I preview.

    Basically, I have a cannon that fires balls into goals, but they have to bounce off of walls and avoid obstacles to hit the goal. In different levels I'd like to reposition the cannon and the angle it points towards. The cannon will rotate and the user needs to touch a button twice, first to stop the cannon moving (so selecting the angle to fire in) and then a power bar will appear moving from 0 - 100, the 2nd touch select the power the ball is fired at.

    In some levels the cannon may be at the bottom and the goal at the top with various obstacles in between, in other levels I may put the cannon at the top or middle, or change which way it faces or points towards but it will always only move by 90 degrees. Is it possible to do this in a drag/rotate fashion from a design point of view to make it quicker and easier for me to increase the number of different layouts or levels?

    Or would I need to create a different cannon for each level with customised angles that this particular cannon can rotate/fire between?

    Hope I've explained myself well! Thanks in advance for any advice.

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Dellaclearing

Member since 24 Sep, 2016

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