hollowthreat's Recent Forum Activity

  • I can't tell whats wrong here, everything seems fine, what CPM value have you set? And are you seeing any mopub demo ad?

  • that sounds like my problem will be solved next build! all the missing sound are from include event sheet, and main event sheet triggered go to other layout before the sound play.

  • At http://stackoverflow.com/questions/5514 ... or-android there is a comment that says "mopub doesnt support "use adsense for backfill". So you get 50% fillrate on admob due to this"

    So maybe there's an issue with admob specifically when using with mopub?

    doubt it, cocoonjs launcher are all admob ads right?

    still waiting for mopub reply... <img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes">

  • I also notice last few days the time to display the first ad is taking longer, when i open my app, it take from 2~5minutes to get first ad showing. and sometimes the gap between ads also longer, there will be minutes without ad. (interestingly, this does not affect cocoonjs launcher, their ad is showing all the time and very quick)

    I've emailed mopub with the ad error log i'm seeing in xcode, i'll update when i hear back from them.

  • Just update to R166, preview over iOS cocoonjs launcher, some of my audio doesn't play, some doesn't stop, and only happen to touch triggered audio, same file works fine in R165, so something seems broken in R166 but I cant find what exactly is causing this problem.

    anyone experience the same?

  • Urlencode the part with space, if you can't get it to work, post your url here, i'll try it, it also took me hours to figure out

  • 5Type thanks for sharing, I got it to work with official ejecta plugin, just note that it uses leaderboard name in official plugin

  • i only did a quick test, maybe someone can confirm that, and even if GC working, the game speed issue after minimize is not acceptable, so i'm going to compile my game in 1.4.7

  • Ashley i'm 8 months new to C2, theres no proper course for C2, so pretty much learning when i need specific function to work, poor fundamentals for me :/

    anyways, got it to work with URLencode(), thanks for the help!

  • Kraudi its working with out 'is authenticated', but that issue should be fixed in next build, according to ashley.

    i think one of my audio plays little strange, not sure exactly what, like first tiny bit got cut off or something, not a major issue but not as accurate as cocoonjs's audio

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  • another update, solved iad & gamecenter, they are straight forward as others mentioned, as long as you don't mess with 'is authenticated' condition, it's likely bugged, and can cause all sorts of weird error or partially break the game.

  • Problem Description

    index.js error when ejecta gamecenter's 'is authenticated' used, causing error on launch, and it may also break the game in unexpected way(touch, iad, sound) if ran successfully.

    Attach a Capx

    ejecta_gamecenter_bug.capx

    Description of Capx

    only 'is authenticated' & else.

    Steps to Reproduce Bug

    • Step 1. add 'is authenticated' condition, add 'show leaderboard' event
    • Step 2. add else, add 'authenticate' event
    • Step 3. export with ejecta
    • Step 4. run in xcode, shows index.js error Observed Result stuck at launch image. Expected Result check gamecenter authenticated? show login dialog if not. Affected Browsers
      • Chrome: (-)
      • FireFox: (-)
      • Internet Explorer: (-)

    Operating System and Service Pack

    Win7 64bit latest, OSX & Xcode latest

    Construct 2 Version ID

    R165

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hollowthreat

Member since 15 Jul, 2013

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