haptic9's Recent Forum Activity

  • this problem still persists with cocoon.io and cranberrys game plugin anyone found a way to fix it?

  • I read on the previous thread

    That peopled used to rely on the parse servers for this option i was wondering if there was a different method now to post it to facebook. I've tried using the file upload plugin by rex but had no luck unfortunately on its own in cocoon io

  • It's the appodeal plugin which is causing the issue, not the Cocoon Admob plugin.

    Regards

    Andy

    Managed to get cocoonads, cranberrygames iap and the googleplay working fine now on android using canvas+ cocoon.io seems there was several issues with how cocoon.io was compiling the file so i just left the possible fixes for it under a tutorial since my problem wasnt related to this topic and in case i need to reference the fixes in the future

    https://www.scirra.com/tutorials/9402/h ... id-and-ios

  • any reason you dont want to use Chartboost with cocoon?

    Does chartboost have banner ads? I couldnt find a plugin for banner ads for it

  • >

    > >

    > > Its the way intel xdk compiles your file. When installed it also installs a browser with your game which adds in the extra file size where as cocoon only relies on its canvas.

    > >

    >

    > > Yeah, kinda meed that browser.

    > > I was thinking about going to cocoon, hate paying that much just to get rid of a splash screen though.

    > >

    > In Cocoon you can choose to use WebView+ instead of Canvas+. When you build with WebView+ Cocoon includes a whole browser when it builds your game, it's bascially Cocoon's version of the Crosswalk browser that XDK includes when it builds your game (so I've been told). When I was using Cocoon a couple months back, I got very similar performance with Cocoon (WebView+) as with XDK (Crosswalk). Files sizes are similar too.

    > And if you use WebView+ Cocoon doesn't brand your game, they only put in their splash if you use Canvas+ (pretty sure im right about that... the whole time I was testing with Cocoon (WebView+) I never had their splash screen show in my game..

    >

    >

    > > ....As much as I like intel xdk for ios builds i perfer cocoon for android builds just wish there was a working ad plugin for it

    > >

    > I was able to get Cranberry's Chartboost plugin working with Cocoon and XDK. That was one plugin that didnt seem to give any problems..

    > Appodeal is another possibility. I had that working with XDK, but I can't remember if I had it on Cocoon as well. Appodeal has a dedicated plugin for C2 which is supposed to work with Android and iOS, and its apparently good for revenue. In the end I settled for Chartboost because it was working with no bugs.

    >

    Hi

    the chartboost plugin is indeed working fine, however it conflicts with the Cordova Analytics plugin at the moment (but the Analytics plugin isn't working at all).

    I made a free capx file for that. You can download it here

    https://shatter-box.com/forums/topic/43 ... -template/

    The appodeal plugin by cranberrygame isn't working. It causes build errors on cocoon. The original appodeal plugin by Appodeal is working, but it conflicts with many other plugins like the Cocoon AdMob and Chartboost plugin. If you just want to use appodeal, it's an option. But then use the original plugin.

    Inapp

    You find examples on my side.

    https://shatter-box.com/download/

    Regards

    Andy

    I've gone and tested the appodeal plugin with cocoon.io and sadly had no success with ads running. Such a shame as I loved using cocoon for all my androids builds previously. I guess i will try to get a hold of the cocoon team and see if they can update their admob plugin

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  • >

    > Its the way intel xdk compiles your file. When installed it also installs a browser with your game which adds in the extra file size where as cocoon only relies on its canvas.

    >

    > Yeah, kinda meed that browser.

    > I was thinking about going to cocoon, hate paying that much just to get rid of a splash screen though.

    >

    In Cocoon you can choose to use WebView+ instead of Canvas+. When you build with WebView+ Cocoon includes a whole browser when it builds your game, it's bascially Cocoon's version of the Crosswalk browser that XDK includes when it builds your game (so I've been told). When I was using Cocoon a couple months back, I got very similar performance with Cocoon (WebView+) as with XDK (Crosswalk). Files sizes are similar too.

    And if you use WebView+ Cocoon doesn't brand your game, they only put in their splash if you use Canvas+ (pretty sure im right about that... the whole time I was testing with Cocoon (WebView+) I never had their splash screen show in my game..

    > ....As much as I like intel xdk for ios builds i perfer cocoon for android builds just wish there was a working ad plugin for it

    >

    I was able to get Cranberry's Chartboost plugin working with Cocoon and XDK. That was one plugin that didnt seem to give any problems..

    Appodeal is another possibility. I had that working with XDK, but I can't remember if I had it on Cocoon as well. Appodeal has a dedicated plugin for C2 which is supposed to work with Android and iOS, and its apparently good for revenue. In the end I settled for Chartboost because it was working with no bugs.

    yea i was thinking of appodeal as well guess im a look into it. I feel the cocoon team should really update their cocoonads plugin for c2... its like really old... and outdated

  • >

    > >

    > > Its the way intel xdk compiles your file. When installed it also installs a browser with your game which adds in the extra file size where as cocoon only relies on its canvas.

    > >

    >

    > > Yeah, kinda meed that browser.

    > > I was thinking about going to cocoon, hate paying that much just to get rid of a splash screen though.

    > >

    > In Cocoon you can choose to use WebView+ instead of Canvas+. When you build with WebView+ Cocoon includes a whole browser when it builds your game, it's bascially Cocoon's version of the Crosswalk browser that XDK includes when it builds your game (so I've been told). When I was using Cocoon a couple months back, I got very similar performance with Cocoon (WebView+) as with XDK (Crosswalk). Files sizes are similar too.

    > And if you use WebView+ Cocoon doesn't brand your game, they only put in their splash if you use Canvas+ (pretty sure im right about that... the whole time I was testing with Cocoon (WebView+) I never had their splash screen show in my game..

    >

    >

    > > ....As much as I like intel xdk for ios builds i perfer cocoon for android builds just wish there was a working ad plugin for it

    > >

    > I was able to get Cranberry's Chartboost plugin working with Cocoon and XDK. That was one plugin that didnt seem to give any problems..

    > Appodeal is another possibility. I had that working with XDK, but I can't remember if I had it on Cocoon as well. Appodeal has a dedicated plugin for C2 which is supposed to work with Android and iOS, and its apparently good for revenue. In the end I settled for Chartboost because it was working with no bugs.

    >

    Hi

    the chartboost plugin is indeed working fine, however it conflicts with the Cordova Analytics plugin at the moment (but the Analytics plugin isn't working at all).

    I made a free capx file for that. You can download it here

    https://shatter-box.com/forums/topic/43 ... -template/

    The appodeal plugin by cranberrygame isn't working. It causes build errors on cocoon. The original appodeal plugin by Appodeal is working, but it conflicts with many other plugins like the Cocoon AdMob and Chartboost plugin. If you just want to use appodeal, it's an option. But then use the original plugin.

    Inapp

    You find examples on my side.

    https://shatter-box.com/download/

    Regards

    Andy

    Hmm may just use chartboost then for my ads for android ty for the info

  • Sorry to hear that.

    As far as size goes, in C2 it shows around 20mb, play store it shows around 27mb, installed...it varies for some reason. Even though its almost the exact same build, but it stays between 57mb - 64mb.

    Its the way intel xdk compiles your file. When installed it also installs a browser with your game which adds in the extra file size where as cocoon only relies on its canvas. As much as I like intel xdk for ios builds i perfer cocoon for android builds just wish there was a working ad plugin for it

  • So i was able to build and upload to google dev console, got the alpha test working on the play store.

    Also got admob to show interstitials in my game on mobile....WOOHOO!

    Now my problems are: google play game won't login, i get an error 4 or something. And when i touch the sprite that should take me to the store layout, game closes. I'm sure its my code, just have to try and find tutorials/examples on how implement this so i can test the IAP.

    Congrats! Intel xdk is nice but im not a fan of the file size it creates for android devices. Trying to find a working admob plugin for cocoon.io since the cocoonads isnt working for me for some reason

  • >

    > Not sure if this will help but these are all the pre-installed plugins by intel xdk. After you built your ios app did you download the ipa and use the mac utility tool to send it to itunes?

    >

    Thanks for that, but I think all my plugins in XDK are in order.

    Yes I use Application Loader on mac to get the ipa onto iTunesConnect.

    Yea the same way i do as well thats real weird on why its not working. The login should of prompted right on start of layout, i went through my event sheet and didnt come across any other triggers or actions i set for it otherwise. Hopefully the cranberry one works for you

  • Im using beta 240

    As far as I can see I have everything setup in ItunesConnect the way it should be... I can't figure out why the offical GameCenter plugin wont work for me.

    I guess Im going to switch to CordovaGame coz I cant see what else to try..

    Not sure if this will help but these are all the pre-installed plugins by intel xdk. After you built your ios app did you download the ipa and use the mac utility tool to send it to itunes?

  • > I believe you wont have to worry about them going live while testing as long as you have them enabled under information page. They go live on official release so you should be set to go on the next test.

    >

    Ok well, looking at those screen caps I posted, it looks like they are enabled right? The toggle is green...

    Do you know how I would enable GameCenter for the current beta? Do I need to actually add that ipa version on the App information page or something?

    > ...For ios, you used intel xdk with cranberry's iap plugin? or cocoon.io

    >

    Im using XDK for both iOS and Android. And in both cases Cranberry Cordova IAP with the same code / event system.

    I have my beta version in the app information page and just saved it and kept it like that when submitting it to test flight. Out of curiosity what c2 version are you using for your game? not sure if c2 updated its gamecentre plugin or not im on r239

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haptic9

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