JLH1964's Recent Forum Activity

  • Thanks bu it sounds like this most basic of features is missing

  • Hello all,

    I have created a project that seems to be larger in file size than it needs to be. I have a bunch of Sprites that are PNG files and a collection of audio files. I want to possibly reduce the projects file size by re-working some of the images to lower sized files. My question is:

    How do I find the file size (so that i can check their sizes) of the image or audio files that I am using? I saved the project as a single file (capx) and so there is no file directory structure to search through.

    Any ideas?

    Thanks all.

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  • Nope

  • Alternatively:

    Export project from C2 as 'Ejecta' to 'www' folder of a blank XDK project.

    Export same project from C2 as 'Android' to same 'www' folder.

    Build as iOS app.

    This creates a valid iOS 'ipa' file that you can publish to the Apple store.

    The Xcode route is way too problematic IMHO.

    Good luck.

  • Alternatively:

    Export project from C2 as 'Ejecta' to 'www' folder of a blank XDK project.

    Export same project from C2 as 'Android' to same 'www' folder.

    Build as iOS app.

    This creates a valid iOS 'ipa' file that you can publish to the Apple store. I've successfully listed 5 apps on the Apple app store using this process.

    Good luck.

  • Yes it works. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Everything can be done on the PC except generating certificates and App Store submissions. You could use VMWare + an OSX disk image to generate the certs etc.

    Ive not verified the following guide but its a similar process:

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  • I will just drop in my 2c.

    I released a C2 app on iOS with iAd banners, as that's all I could figure out at the time, using xCode/Ejecta/iAd. My average daily income with banners was 50c over the next few weeks. See first screenshot.

    Last Sunday with banners:

    [attachment=1:1fc2za8c][/attachment:1fc2za8c]

    I then figured out a process to use XDK/Admob (interstitial). The app went live this morning with the banners switched out for interstitial ads. As you can see there is quite a jump in revenue and the screenshot only shows a partial day as the updated app has only been live for 8 hours.

    Partial today with interstitials:

    [attachment=0:1fc2za8c][/attachment:1fc2za8c]

    So I would recommend that you switch to Admob interstitial ads. The difference in revenue will be dramatic for a successful apps such as the apps you guys are describing.

  • My pleasure

  • I have an old Mac to create the certs etc but I have heard of people using VMWare and a Mac OS image from a PC.

    Anyways, other than the certs, the following has worked for me on 5 iOS apps. As stated, apologies if this is already known:

    My problem was:

    xCode and Ejecta process was a pain and only supported banner ads. Ejecta export in XDK would not build for me as iOS. So I tried building an Android export to XDK as an iOS app in XDK. The preview sound did not work and neither did the builds sound on an actual iPhone.

    My fix:

    After playing around with multiple C2 exports to XDK the sound in my app suddenly worked! I retraced my steps and found this to be true (for me):

    1. From C2 (with admod plugin details for interstitial in place), export an Ejecta set of files to the waiting XDK 'www' folder.

    2. From C2 (with admod plugin details for interstitial in place), export an Android set of files to the same waiting XDK 'www' folder.

    3. From XDK, build the app as iOS.

    4. Test and run on a device.

    5. Sounds and Admob interstitial ads now work in an iOS build from XDK.

    It seems the buildable Android export overwrites Ejecta files but some Ejecta files are not overwritten and those files handle sound.

    Anyways, this may be known but this process worked great for me and I have successfully submitted apps (with interstitial) to iTunes Connect using it

    I was using the xCode/Ejecta method and that drove me crazy. Took longer than actually creating the app.

  • I have no doubt that ads are a good source of income. I just meant that it is not worth it in my game at the moment until I've found out the problem. I have plenty of friends making alot of money on ads.

    But something seems to be wrong with the cocoonjs admob plugin. Because I've made more money on the same app on android exported with crosswalk with only 250 impressions than I've made on iOS with 50 000 impressions

    I understand. I just feel your frustration as 99% of the challenge is creating an app that people are interested in and you have obviously done that. Ads should not be the problem.

    BTW - if your interested in an 'easy' but 'hacky' way to use XDK to create iOS apps with true Admob interstitial ads let me know. I'm reluctant to post it as it may be well known already and its no 'discovery'. I had an issue where I could export and create an app in XDK but no sound. I found a workaround that, for me, is way simpler than the Ejecta / xCode process.

    Let me know if you want detais.

  • I have around 50 000 impressions now with a bottom banner and it has generated about 3$ so I have turned off the ads now because it isn't worth it

    I respectfully disagree. When implemented correctly (Java / Eclipse), ad-revenue is a very real source of income. I offer the following screenshot to encourage people to keep trying to figure out where C2 is falling down with regards to ads.

    The screenshot is from income from the last year for the 'better paying' of my apps. None are C2. The screenshot is not intended to 'brag' but to show whats possible using AdMob for revenue.

    Also, my revenue is poor compared to many other Android devs and nothing to brag about.

    Why not try interstitial ads? My ad revenue climbed drastically when I switched away from banners (non C2).

    [attachment=0:12pjfcwe][/attachment:12pjfcwe]

  • Hi guys

    We are developing a business application and I have received a similar message from Google

    Also what confuses me a bit is that everyone is saying upgrade OpenSLL but on the build server (because we have one) there is no OpenSLL installed.

    So can anyone shed some light?

    This is a good point. Also, as previously stated, I built apps on two different machines and all my C2 apps were flagged for the SSL issue. So its not machine independent. i still think its an XDK issue.

    Im not so sure we fully understand the problem, but THANKS for the attempts.

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JLH1964

Member since 11 Jul, 2014

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