Artpunk's Recent Forum Activity

  • Here they are Construct2 Cordova Plugins

  • Well you'll need to purchase Cranberry's plugins from the Scirra store.

    -Install Chartboost plugin into Construct (just drag the Chartboost plugin onto the menu area of C2, then restart C2).

    -Open an account on the Chartboost website. Set up your game and set up an advertising campaign within the Chartboost dash.

    -Back in your C2 game project, add the plugin to the game. In the Chartboost plugin properties add the App ID codes from the Chartboost dash.

    -You'll need to make events in your game project to call your ads at the right time (for example, when player dies x times, call an add).

    -Then in XDK you'll need to add a third party plugin and enter the git url:

    https://github.com/cranberrygame/cordova-plugin-ad-chartboost.git[/code:219sbau4]
    I think thats it, hope it helps.
  • Cranberry has a plugin for Chartboost which works on both Android and iOS.

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  • He updated the cordova plugin on github.

    The C2 plugin is only a "library of functions". It will call parts from the corresponding github plugin. That's

    why you need to add / install the Git-Repo at your project.

    So he only needs to update his git repository to the new SDK of Chartboost.

    Regards

    Andy

    Ah ok got it. Thanks Andreas!

  • Hello cranberrygame , can I ask are the plugins on the scirra store the latest versions?

    You said on November 7th:

    [quote:3t3uhnja]Updated chartboost SDK to recent version (Android SDK 6.6.1, iOS SDK 6.5.2).

    But the latest version of your plugins on the scirra store are dated October 16th? How can I get the latest versions of your plugins, which I paid for?

  • Hi thanks for the reply, Ill try to replicate these steps.

    Did you notice improved performance doing this Prominent ?

  • > I'm trying to figure a good way to design my levels. I was considering using lots of tilemaps, that don't fill the entire layout, and overlay each other.

    > It seems like pasting all these to a paster object at beginning (then deleting the tilemaps) would improve performance, since the paster only requires one draw versus the many tilemaps with numerous draw calls.

    > Is my thinking correct, in that using a single paster object would benefit rendering in this case?

    >

    > edit: also, does it render the whole paster object even if it only shows a portion on screen? Perhaps it wouldn't help performance?

    > edit: "GPUs are also well-designed enough to only process the on-screen parts of an object that appears partially off-screen. So literally nothing outside the window area is ever rendered by the GPU."

    > So I guess it only renders what is visible.

    >

    If you have a lot of overlapping tilemaps, Paster is the way to go. Tilemaps in C2 are very slow and not all that optimized (compared to other implementations).

    Id like to test this out. My game has some overlapping tilemaps and im interested in anything that could improve performance.

    But I'm not sure how to get the tilemap information to paste into the Paster object at the beginning of each different level? Can anyone advise me how to do that pls?

  • 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:18mggs94]
  • glerikud, disregard my previous question, after getting some help on the cocoon forum it looks like this a bug with cocoon. They are working on fixing it now.

  • You just export your game with the Cordova export option. Then you can set in the XDK if you want to build your game with or without Crosswalk.

    Hey glerikud do you know how to set Cocoon to build with or without Crosswalk? After reading through this thread I decided to do some tests myself, so I exported for Cordova specifying Android 5+ as the minimum supported Android OS > Compiled in Cocoon > Installed on my phone and did some tests etc.

    But now, I cant seem to get Cocoon to go back to compiling with Crosswalk... If I specify Andoid 4.0 (Crosswalk) as minimum OS in my Cordova project, then Compile in Cocoon, now its only giving me the small apk (~12MB) thats not wrapped in Crosswalk. Previously my apk would be ~30MB... I think I screwed up a setting in Cocoon somewhere.

    And for the record. I totally agree with 's statement

    My personal opinion after some tests is that Crosswalk is still more safe to use and has better performance that native WebView.

    My testing gave the same result, Crosswalk gives better performance than native WebView. Plus, for me not having Crosswalk broke my music playback. Apparently its a known bug that music wont start playing in Chrome for Android (=native WebView?) until first touch (gah!)...

    ...Native export doesn't mean your object/effect/particle heavy games perform well on any platform. You still need to think about performance and adjust your game And I don't think people going to buy native export modules. Check GMS2 module prices, it costs a lot...

    I don't need to have native export, but I would dearly love to see scirra maintain a core suite of plugins for a publishing pipeline to Mobile. I'm happy to use Intel XDK or Cocoon.io to compile, but I hate having to rely on 3rd party plugins that have no support for fundamental things like ads, Play Store / App Store integration, analytics. I think Scirra should provide plugins for those functions as part of their core C3 offering, given that mobile is a really important target platform for C2 devs trying to generate income. If keeping those plugins up-to-date meant the box price for C3 was higher, I'd gladly pay for it!

  • That's exactly what I was after!!! Thanks heaps korbaach it works perfectly!

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Artpunk

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