Artpunk's Recent Forum Activity

  • 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.

  • So Artpunk i can export the game from C2, build with Intel XDK and download the Arm onto my phone.

    My problem is (from my other posts - getting a white screen flash before my splashscreen) i do not have ANY plugins showing under plugin management. Nadda. Zilch. 0.

    Before i could see the core plugins from cordova. And after i added the cranberrygame plugins, i could see those. Now it's empty. When i click on the + on plugin management it drops down to show "Add plugins to this Project". Even if i add Third-Party plugins it shows nothing after.

    Tried removing app from Intel, uninstalling Intel XDk and re-installing, but nothing. I don't have any clue what's going on.

    I'm not sure Jeffige, thats never happened to me..

    For the entirety of my project I have only ever added plugins via the Plugin Manager in XDK and its worked well.

    Have you done anything like, directly edit the code in the config.xml or other files or something?

    Why dont you start an entirely new project in XDK. Import your Cordova project, and add all the plugins you want to use via the Plugin Manager. That's all I can suggest.

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  • I have about 100k active users and ads generate about 1,500 - 3,000 a month.

    Thats pretty awesome! I find it super motivating to read reports like that. I hope I can make decent income like that from my game(s). I dont have any stats to share in your thread because my game isn't properly released yet, but after my game has been published a while Ill post user / revenue numbers.

    Can I ask, are your user / revenue numbers from one game, or several? And what ad system are you using?

    I elected to use Chartboost in the game im currently developing because I read around the place that it could earn more than Admob, but I dont know if thats true..

  • Yes, I think, i didn't changed anything but app verson code.

    Well, no I think you didnt just change the App Version Code, I think you changed the Minimum Android API from 23 to an older SDK version (looks like 21)... So I think you need to change it back to 23 in XDK, build a new apk and upload that.

  • I got a similar error when I tried to upload an apk that targeted an older SDK (older version of Android) than the apk I'd previously published to alpha. GooglePlay doesn't allow you to target an older SDK once you've uploaded and published an apk that targets a more recent SDK.

    That error looks like it's saying u previously published an apk that targeted SDK 23, then tried to upload an apk targeting SDK 22 or lower. Is that right?

  • Hi jeffige

    The process for adding the CordovaGame plugin to you game is:

    In Construct2 add the plugin to your project. In the 'Properties' add the Android App ID number (get this from GooglePlay dev console)

    In XDK Do the steps:

    -Go to Plugin management > Add third party plugin > 'git repo' > enter: https: //github.com/cranberrygame/cordov-plugin-game.git

    And, still in XDK, you need to add the Android App ID (Same number you used above) in the variable field for APP_ID.

    To access that variable field you may need to click the 'edit' icon for the 'Cordova Game plugin'. Where it says 'Change version or variables'.

    It looks like this is the step you are missing... you need to add the Android App ID to the plugin in XDK..

  • Hopefully the cranberry one works for you

    Well, the CordovaGame plugin worked for GameCenter first try! So that's done.. although I still wish I knew what I was doing wrong with the official GameCenter plug.. oh well.

  • 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.

  • 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..

  • 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.

  • How did you get iap to work on ios? my iap is still not working on android wondering if i messed up the installed plugins page by using c2's exported config file

    Ok so im using the CordovaIAP and my events are exactly the same for both Android and iOS. It turned out I didnt have to make any platform specific changes. Keep in mind I have it working in Beta only for iOS, it hasn't passed submission yet. But on Android it seems to be working with no problem. To see how I arranged my events, look at this post I made here. I was basically informed by those two capx files I posted on page 2 of this thread.

    RE Cocoon and config file. Yeah its possible that when you uploaded a new zip, if it contained the config file generated by C2 it could have interfered with the config file Cocoon produces. Its been a while since i was playing with Cocoon, im trying to remember the process. I think when you first set up your project on Cocoon, you copy sections of the C2 config file into the Cocoon config. Then from that point on, everytime you upload an updated zip to Cocoon you need to delete the C2 config prior... and the intelxdk.config.additional.xml file too. AndreasR wrote a tute for how to set up on Cocoon... Look under the 'Build your game' and 'Create a project' sections.

  • Hey man thanks heaps for the help.

    Ok im testing exactly as you describe. I upload a beta version for External Testing. It takes around 24hrs to be reviewed. Then I can test it in TestFlight (I have my External Testers emails added to the list).

    [quote:1mu32ci6]

    I *think* the problem might be what you said in the second part of your response, that the GameCenter stuff needs to be live. I dont have a Leaderboard I only have achievments.

    If I go to 'App Store' and click on the Version, then scroll down to where it has GameCenter info. It looks like this:

    Looks like GameCenter is active? The toggle is green...

    [quote:1mu32ci6]

    But if I go to Features > GameCenter, I can see that the Achievements say 'Not Live'...

    [quote:1mu32ci6]

    So... Im thinking, the version I am trying to beta test is 1.0.3, and I need to make the achievements 'Live' for that version... but I dont know how to do that.

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Artpunk

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