funkyos's Recent Forum Activity

  • I'm doing this for my game that I'm about to release. The way I implemented it was through a global variable called ads_enabled. I'm also storing this in webstorage. By default it's 1 but when a user purchases the 'remove ads' product then I set this to 0.

    Next I have logic that only displays ads (both banner and interstitial) if the ads_enabled flag is 1. If it's 0 (remove_ads has been purchased) then you don't need to display any ads. I noticed cocoon randomly displays banner ads sometimes even after you've hidden them so I added a little bit of logic to hide banner ads if they get shown when the ads_enabled flag is 0.

    As for interstitial ads, I'm using Chartboost as my network. Every time an ad is shown, there's a 'X' button at the top right corner of the ad to dismiss it so you don't need to mess around with timers.

    But one major problem I'm facing right now is with restoring purchases. The restore events don't seem to be working within C2 or cocoonjs. So if you're user buys remove_ads and then clears the cache or re-installs the game they be shown ads again :( I've posted this on Ludei's forums but no response yet.

  • russpuppy never got the native share functionality but I did get a decent workaround. I'm launching a specific URL from the browser object and Android is smart enough to know which apps can be loaded with the provided URL. So far I have email, sms and twitter.

    Here's a capx that shows how I did it. dl.dropboxusercontent.com/u/38658788/sharing.capx

  • The problem I am still having (as i mentioned in the tutorial) is that restore purchases is also not working for me atm.

    Restore purchases should trigger the "on purchase complete"(according to ludei documentation) but it doesnt seem to do that atm in C2.

    cvp, were you able to figure out how to get restore purchases working? I'm running into the same problem :( I'd like to have an option for a user to remove ads in my game but I need it to be a managed item so that they don't get ads showing again if they need to re-install.

  • My best bet would be to use the physics apply force at angle action to achieve this. You can apply force at a specific angle for each of the bricks that you create to give them that popping feeling.

    You'll need to play around with the force amount, object's density and the world gravity value to get it all looking nice and smooth.

  • Any chance we can see local times in forum posts? Every timestamp is about 6 hours ahead for me :/

  • Thanks. I managed to get full screen ads working with Chartboost.

    Also, to anyone that's having trouble getting a full screen ad to display more than once per session, try including a 'refresh full screen ad' action some time before calling 'display full screen ad'. That fixed the problem for me.

  • ArcadEd

    We're you ever able to get full screen ads working with InMobi in cocoonjs? I'm able to get banner ads showing but so far nothing shows with full screen ads.

    I'm wondering if I should try other networks like you did.

    Thanks.

  • thehen thanks!

    Here's the capx and the clay files I'm adding. Load this up in the launcher and then click on the sprite to see the crash. If I strip out the flurry plugin from the capx and repeat all the steps then it works fine.

    dl.dropboxusercontent.com/u/38658788/flurry/flurry.capx

    dl.dropboxusercontent.com/u/38658788/flurry/clayfiles.zip

  • thehen thanks for the cocoonjs update!

    I noticed a problem with the plugin though. When I have both clay.io and flurry in my project and add the extra files to my exported .zip file, then I get a crash when I load up my app in the cocoonjs launcher.

    These are the clay.io files I'm adding:

    webview\api.css

    webview\api.js

    webview\webview.html

    api.js

    clay.css

    clay.js

    cocoonjs.js

    cocoonjs_app.js

    cocoonjs_app_for_cocoonjs.js

    cocoonjs_app_for_webview.js

    common.js

    edittime.js

    pluginicon.co

    runtime.js

    socket.io.js

    I noticed there's some overlap with the flurry files you mentioned in your first post. There are file size differences between the plugins. Could that conflict be causing the force close?

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  • Is anyone able to get the clay plugin working with cocoon lately? The launcher does a force close every time I load my game. Everything was working fine up until recently :(

    Hoping austin can help..

  • Aaahhhh! I was searching for a way to cast a variable but couldn't find anything.

    Thanks a lot!

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funkyos

Member since 14 Jul, 2013

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