Artpunk's Recent Forum Activity

  • > -In the Dev Console you have to set up Google Play Services for your game to get the APP ID number that you need. The number is below the title of your game in Game Services.

    >

    Done. But i got an error that said there was a problem with that ID.

    Wait...what? Cordova Play Services? Haven't seen that plugin. Is that part of cranberrygame's plugins? I only have the CordovaGame plugin from him.

    Sorry for confusion... When I wrote Google Play Services I meant to say Google Game Services in the Developer Console. You have already set it up obviously since you said youve set up your achievements, and you said you put the App Id dumber into the CordovaGame object in C2.. so you've done it already.

    And that same number you copied to the CordovaGame object, you also copy into the plugin in XDK.

    What are you specifically having trouble with? Like, whats not working? Are you getting a build error in XDK or something?

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  • So what stage are you at. Youve started setting up the listing on the Google Play Dev Console?

    Here are some steps that you need to do:

    -In your C2 project, in the properties of CordovaGame object, you have to add the APP ID. You get this from the Dev Console.

    -In the Dev Console you have to set up Google Play Services for your game to get the APP ID number that you need. The number is below the title of your game in Game Services.

    -In XDK you also need to add the CordovaPlay plugin.

    So in XDK > Plugin Management > Add 3rd party plugin > select 'git repo' > enter: https://github.com/cranberrygame/cordov ... n-game.git

    AND in the variable field for APP_ID, you need to enter the same APP ID you got from Google Play Services above.

    Have you done these steps?

  • ...Bought them a few months ago and some don't work now...

    Which ones are you having trouble with jeffige?

    I have CordovaChartboost, CordovaGame and CordovaiAP all working for Android. The only one that doesnt seem to be working at present is CordovaGoogleAnalytics.

  • If you use cocoon.io and choose WebView+ when you build you don't get the Cocoon branding. Pretty sure they only put their logo if you use Cocoon+ when you build.

    Other than that I think it's only Phonegap. I've never been able figure out how to use Phonegap but I notice Ashley is always commenting that it's a good option.

  • > Hello cranberrygame is there any chance you could update your CordovaGoogleAnalytics plugin? Im getting build errors with that plugin alone.

    > I currently have your CordovaGame (Google Play) and CordovaChartboost plugins working in my game (with XDK) but when I add the analytics plugin I get a build error:

    >

    UNEXPECTED TOP-LEVEL EXCEPTION:
    >   	com.android.dex.DexException: Multiple dex files...[/code:2mn9z13d]
    > 
    
    You just need to use this Git-Repo now.
    Mines is no longer supported.
    [url=https://github.com/danwilson/google-analytics-plugin.git]https://github.com/danwilson/google-ana ... plugin.git[/url]
    
    But it lets the game crash on iOS and do not track data in Android.
    @cranberrygame
    Can you check it?
    I already have submitted an issue to github, but I'm not sure if the C2 plugin is the problem or the Cordova Plugin.
    [url=https://github.com/danwilson/google-analytics-plugin/issues/316]https://github.com/danwilson/google-ana ... issues/316[/url]
    
    Thank you!
    

    Looking at the discussion on Github, it seems like this was resolved? Another user posted that it no longer crashes iOS? Sounds promising?

    EDIT

    Ok so I tested this on Android. It appears that the Google Analytics still doesn't track data on Android. AndreasR is this tracking data for you on Android Andy? I dont know if it still causes crashes on iOS...

    cranberrygame Can we pleeeease have this fixed? <img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very Sad"> <img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very Sad"> <img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very Sad">

  • You have 'Fullscreen' ticked in XDK? Under Build Settings > on the Android and iOS tabs.

  • I can actually answer this myself now. AndreasR helped me out with a work around.

    Basically you can just make a button (sprite) which on touch calls the iAP Consume action to 'consume' your product. That clears it, allowing you to test the purchase again. Very useful trick.

    "On touch Button" -> "Cordova IAP" -> "Consume Product" ->"Your Product ID".

  • Im trying to set up an in-app purchase to remove ads using Cranberry's Cordova iAP.. Does anyone have experience with this?

    I'm most of the way there, but I can't figure out how to enable a test mode. Ive tested the purchase once, but it doesn't reset after restarting the app.. am I able to test the in-app purchase more than once? I want to test it a few times to make sure it works properly..

    Or alternatively do I need to actually publish it to production and make it public for it to work? Im pretty stuck on this.. would totally appreciate any help.

    Things Ive done:

    -Set up a 'managed' in-app product in Dev Console (ProductID = removeads)

    -Uploaded my test apk to both Alpha and Beta.

    The event system in my project looks like this:

    (Im using a value loaded from localstorage into a dictionary to turn the ad system on and off.)

    title screen eventsheet

    On Start of Layout

    CordovaiAP > Add Product IDs "removeads"

    CordovaiAP > Request Store listing

    On request store listing Succeeded

    CordovaiAP > Restore purchases (tag"removeads")

    On Start of Layout

    LocalStorage > Check item "removeads" exists

    LocalStorage On item "removeads" exists

    Dictionary > Add key "removeads" with value LocalStorage.Item.Value

    LocalStorage On item "removeads" missing

    Dictionary > Add key "removeads" with value=0

    menu event sheet

    On Start of Layout

    +Has product "remove" ads

    Dictionary > Add key "removeads" with value=1

    Button(purchase button) > Set invisible

    On touched Button(purchase button)

    CordovaiAP > Purchase product "removeads"

    On purchase product "removeads" success

    Dictionary > Add key "removeads" value =1

    Button(purchase button) > Set invisible

    On purchase product "removeads" fail

    Dictionary > Add key "removeads" value=0

    On end of Layout

    LocalStorage > Set item "removeads" to Dictionary.Get("removeads")

    Main game eventsheet

    On start of layout

    +Dictionary "removeads" = 0 > enable ads group

    +Dictionary "removeads" = 1 > disable ads group

  • Hi... I've just posted about my own dramas with iAP, my issue is different to yours though.

    Ok so that error you're having is related to the plugin you have to add in XDK right?

    One thing I notice in your post, where you state the error:

    [quote:1djcttnc]Plugin resolution error

    com.mcm.plugins.androidappbilling

    Shouldn't that be:

    com.mcm.plugins.androidinappbilling

    If you typed that into XDK manually when you were adding the plugin you might have mistyped it? Could that be causing the problem?

  • Just wanted to post some information from the guys at Kongregate who have been good enough to provide detail about the decision to suspend Inventivised Ads for the moment, and their plans for that feature in the future.

    [quote:z1aqpca6]We have decided to put a hold on approving new games for utilization of our incentivized ads API. The reason is entirely one of supply. We were thrilled to see great enthusiasm from both developers and players, but we were also surprised to see that the amount of video ads available couldn't keep up with the demand we generated. We have added a few other video ad sources to help, but still demand is well above supply. As such, with fixed supply, we have a 0-sum situation. If we add more games, we just reduce the revenue for the existing games, and new games won't be able to make very much. So we felt that the best solution for now is to put a tight limit on the games using the API to help them succeed.

    All that said, we're currently talking with a new provider who may be able to give us a substantial increase in supply. If that works then we will absolutely open up the API again. In special situations we might consider permitting a new game to use the API, but in general, until we feel like we can get the demand to a point that is valuable for new developers, we decided to take a conservative approach to give those who already use the API the best deal we can.

    Anthony Pecorella

    Director of Production for Virtual Goods Games

    Kongregate.com

  • Can you post a link to your games on Android? I'm interested to check them out.

  • It was all sound that was muted after the ads not just the music. But I've tried the new update and now the sound resumes after the ads, after both the static ads and the video ads

    Ok thats great to hear, thanks!

    the three first statistics just say INCOMPLETE for me.

    Correct?

    Yes, those first three items in the 'Statistics' screen unlock when you complete each of the three worlds (Each world is 36 levels). Maybe it should be more descriptive, instead of 'incomplete' maybe it should say 'World1 - incomplete' so players are clear on what they are trying to achieve?

    Also the items on the Statistics page correspond with the GooglePlay achievements. On the main menu, if you press the GooglePlayGames button (bottom right of screen), it should show you a window with the GooglePlay achievments which match the items on the Stats screen.

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Artpunk

Member since 10 Apr, 2014

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