Artpunk's Recent Forum Activity

  • How did you build the game? Are you testing on iOS or Android?

  • Like said, have you checked the object count in the debugger? At the point when the game is slowing down, what does the object count do? Does it stay constant, or is it increasing? If you have a situation where objects are being created and not destroyed you would see the object count gradually increasing and eventually that could slow the game down.

  • Hi I replied on the cocoon forum.

  • Cocoon.io or Phonegap are the two main options.

  • Hey twg

    I have Cranberrygame's Cordova iAP working on Android and iOS at the moment. But like you say the game was built with XDK not Cocoon.

    I am currently in the process of migrating the same game from XDK to Cocoon and decided I would also swap from Cranberry's plugins to Cocoon's own plugins for iAP and GooglePlay / GameCenter.

    So at this stage I can tell you that I have Cocoon's iAP plugin working for Android, but I haven't tested for iOS. In Android, the purchasing events, restore purchase events, and conditions for checking purchases all seem to work. Ill be testing iOS in the next few days, so ill be able to comment on Cocoon iAP on that platform soon.

    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

    The events I use for purchasing the iAP are:

    On Touched 'Remove Ads button'

    Cocoon InApps - Purchase product "removeads"

    If purchase successful

    Hide the remove ads button

    Store a value in a dictionary, which is later used to disable Ads in game. This value is store in localstorage.

    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. Hope that makes sense?

    A super useful trick that AndreasR showed me is how to use the consume purchase action to remove the purchased iAP from the game. That way you can test the iAP works multiple times.

    Add a sprite to the menu screen, with events:

    On Touched > Consume "Remove Ads" iap

    Now you can purchase the iAP again. One difference I noticed between CordovaiAP and Cocoon iAP is that the 'On Consumed' condition doesn't seem to fire for Cocoon's iAP (but does work for Cordova iAP).

    twg Hope that helps, sorry for wall of text. Let me know if you get it working on iOS, like I say Ill be battling iOS myself over coming days. So I can give better information once Ive got it working.

    Oh one other thing I wanted to say. You mentioned in your post about having a sandbox account. I never managed to figure out wtf the sandbox account was all about. I never managed to use it. I use the 'Internal Testers' section in iTunesConnect to test pre-release builds of my game for iOS.

  • Id like to compare notes with other people using this plugin.

    Hey gametrick , matrixreal , (and anyone else) how are you guys going with this plugin? Are you having any problems with it?

    Do the conditions like: 'On InterstitialAd HIDE' trigger for you?

    Also, do you guys have problems with any of the ad networks? Im having trouble with AdMob, but in my case I think it may not be the plugin, rather it could be a problem with my AdMob account.

    Interested to hear your experiences so far.

  • SDK9

    So the 'Test Devices' setting in HeyZap > Publisher Settings is supported in your plugin?

  • I use InterstitialAd Avalible. This is the same thing FETCH.

    You mean 'On InterstitialAd Available' is the same as 'On InterstitialAd FETCH SUCCESS' right?

    I made all the conditions and actions that are in the SDK heyzap.

    Which HeyZap SDK does your plugin use ?

  • Hi A couple questions about your plugin.

    Is there any difference between the conditions:

    'On InterstitialAd Available' and 'On InterstitialAd FETCH SUCCESS'. It seems like they might do the same thing? Is there any difference between what they do exactly?

    What does the condition 'On HeyZap READY' do exactly?

    Also it would be useful to have conditions that check if ads are currently showing / not showing (ie can be toggled between 'is showing' / 'is not showing').

    'Is Interstitial Ad Showing'

    'Is VideoAd Showing'

    'Is banner Ad showing'

    Any chance these could be added in a future update?

  • Hi This plugin is working mostly well for me.

    But I'm having trouble with admob ads for some reason. Admob ads won't display in my game or when called from the debugger. When I try to show an ad in the debugger I get the error: 'Display Attempt Failed'. This happens for both Banner and Interstitial ads.

    Everything looks fine in the debugger, all entries are green. Just the ads won't display.

    Ads from all other networks display with no problems.

    Do you have any insight what might cause this? This is for Android by the way.

  • Hi I have a question.

    Does the condition 'On VideoAds Available' check that a video ad has successfully preloaded?

    Like, if I use:

    On start of layout > preload VideoAd

    Will the 'On VideoAds Available' condition then check if the video ad has preloaded?

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  • My interpretation of the linked blog post is that you would export from C2 for Cordova? the same as if you were going to build with XDK or Cocoon.

    Then in the new build service I guess you will import the project.

    I could be wrong but I don't think you will need the plugins to be ported to C3 in this case because you're not opening the project in C3 to edit it.

    Is that right Ashley ?

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Artpunk

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