AnD4D's Forum Posts

  • Also, do we need to include your buttons, or can we include our own? I find it odd that the videos on your site show a button taking up half of the screen.

  • GameeApp I'm just reading your GamePlay Experience page:

    https://github.com/gameeapp/gamee-js/wiki

    I note it mentions leaderboard, but reading it through and looking at the plugin, I see no where that would allow me to use the leaderboard.

    I can update the score, but can't call it anywhere, or summon it. Is this all automated? Not called by the developer?

  • Hi,

    the cocoon plugins are free. You find all information in my guide here

    https://shatter-box.com/knowledgebase/cocoonio/

    Guide for Apple: https://shatter-box.com/knowledgebase/p ... tunes-ios/

    No I do not use PhoneGap, only CocoonIO.

    Regards

    Andy

    Thanks for the help!

    When I installed those plugins, however, I was no longer able to play a preview on my PC. Kept getting an error message, and have gone back to the old one. Frustrating, as it appeared to be working on the devices (exported).

    You had that happen before?

  • Ultimate IAP is a completely different plugin. I mean that it's not related to the official IAP not Cranberry's one.

    When it comes to C2 code then it's exactly the same as for Android. There are no differences. But if you ask for Appstore internal configuration then I'm afraid I can't help because I simply do not own a Mac nor iPhone. All my customers managed to set it up there by themselves after I provided the plugin and C2 code. But I can contact someone who built it for iOS and ask for Appstore config details. In a meantime I googled some info quickly, but I guess you already went through sites like this one https://developer.apple.com/in-app-purchase/

    Oh, I see... is that to say you've never tested this out personally on an iOS device, but your customers have? I'm looking through the comments, but can only see people talking about Android.

  • Iolva Have you done any iOS games?

    AndreasR Are you using PhoneGap at all? Might you be able to point me toward where I can get the CocoonInApp Plugin? Or is it part of this bundle?

    The same code/game works fine with my Android build, and I'm struggling to see anything I'm missing with iOS. Looking at some walkthroughs tells me to ensure it's set up in xcode, but because I use PhoneGap I skip that phase.

  • Does this still work? I'm seeing a lot of queries about things not working in the latter few pages of this thread.

    I've recently purchased Ultimate IAP, and I'm unable to get it to work with iOS. Android seems to work fine, but when I press the purchase button in my app, nothing happens at all. I read that the same thing was happening with the official IAP plugin, so I was wondering if there's anyone who recently released an app using the IAP plugin in this bundle on iOS without issues.

    Thanks!

  • Sorry to contact you again, but it's still not working for iOS. I started to think that perhaps I'd put things in iTunes Connect incorrectly, but I've gone over that with a fine toothed comb, and it's all set up as it should be (AFAIK).

    Reading over some forums, I'm seeing reports of people saying that they're getting no IAP using the default plugin, but are having success with a Cranberry plugin. Might I be able to ask how much your plugin differs from the official.

    Are you able to share a screenshot of how you've implemented IAP in one of your iOS games?

  • Oh, by the way. I picked up Ultimate Ads as well (finally) and it's running very well. It's really nice having the ability to do reward ads, which aren't available in the original Scirra version.

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  • Yeah, I made a quick change to the code and noticed that glitch right after I posted it. It was a copy/paste from the above. It's now removed, but unfortunately the error still occurs.

    Now, I have separated the "cocoon-plugin-inapps-ios-appstore" and the "cocoon-plugin-inapps-android-googleplay" code into separate sections within the xml, so each plugin is only called when played on a certain device, but you may very well be correct in saying that could be the error. I'll give it a go and see if it resolves anything.

  • Still having trouble with this. Again, this is now working fine on Android, but iOS does nothing when the same code is triggered. I push the button, and nothing happens.

    I've completely restructured the code and put it all in one place so it's easier for people to understand.

    Can anyone see what I'm doing wrong? Seeing as there are almost 100 people who got it working, can anyone share a screenshot of their app's code, which works perfectly on iOS?

    That'd be really appreciated!

  • Thanks for your reply.

    Glad to hear your product's doing so well. I imagine it's something I'm doing wrong, but can't see it exactly. I'll do my best to answer your questions.

    1. Does your issue appear both on iOS and Android?

    I was originally using the official Scirra IAP plugin which was working perfectly for Android, but was broken for iOS (It crashed the app when called). When I implemented your plugin in the same manner, the Android version worked, but seemed to "forget" whether or not the IAP was purchased. I like to get Android working before I move over to iOS seeing as it's such a chore to do.

    2. Have you tested on any other smartphone?

    I've tested on 4 smartphones. All have the same issue, apart from one which has not upgraded to the new build, and so it is working perfectly as it's using the old plugin.

    3. How did you refund the product (process and platform)?

    I refunded the IAP using Google Play's Order Management section, so Android.

    4. Was it a Google test product or a regular product and if so what type of product was it?

    The app is set to closed alpha, and I have some test accounts that attempt the purchase. It's non-consumable.

    5. Do you have your Google Wallet setup completed?

    Yes.

    The image above demonstrates the manner in which I'm implementing your plugin, but I acknowledge it's not exactly showing much of my code. I'm happy to send the capx over to you, but would hate to be even more of a pain.

    This is the first time I'll be releasing an app for mobiles that includes IAP, so I expected a few stumbling blocks, but the fact that this is more challenging than releasing a game for the Wii U is very surprising. I'm determined to ensure that I can use PhoneGap to do all versions at once, which is actually working quite well for me after I separated each line as the following:

    <platform name="android">
    <plugin name="cocoon-plugin-inapps-android-googleplay" />
    </platform>
    <platform name="ios">
    <plugin name="cocoon-plugin-inapps-ios-appstore" />
    </platform>
    [/code:ug3tajk0]
    
    I've obviously cut out other app related code, such as the icons and additional plugins.
    
    The IAP In my app, is designed to set a boolean to 0 (no ads) or 1 (show ads). It's set to see if the IAP is purchased, and if it is, the boolean is set to 0. It's quite simple, so I can't see why this plugin is working differently to the official plugin. As I said, when I added in the "Restore Purchases" events and actions, it caused additional problems.
    
    The official AdMob plugin is causing a strange resizing issue with my devices, and the Interstitial ads aren't working at all with iOS, so as soon as I hear back from Scirra, I'll hopefully be picking up your ad plugin as well.
    
    Hope I'm not too all over the place.
  • At first I was really enjoying implementing this plugin, but things just don't appear to be working out for me.

    I've been chatting to the developer about it via email, but felt I was taking up too much time, so figured I'd open it up to the forum.

    I was originally using the default IAP that comes with Construct 2, and while I was getting perfect results with Android, the app was crashing with iOS. So I saw this plugin was said to work everywhere and with PhoneGap, which I use. I made all the changes and uploaded the app to the Android Play Store.

    I was able to purchase the IAP, but noted that after I refunded the purchase, the player was still able to access the content even though the no longer owned the IAP.

    The game defaults to the IAP not being purchased, then runs a quick check to see if they own it. If they own it, the content is unlocked, otherwise, it isn't.

    The developer recommended that I make use of the "Restore Purchases" action and event, but that's caused an unusual effect that (for some reason) no longer checks whether or not the purchase has been made, so the game's IAP doesn't appear to be purchased. However, upon touching the button to make the purchase, the game suddenly refreshes and unlocks the content.

    I'm reverting back to my code prior to using the "Restore Purchases" events, but I wonder if anyone could have a look at my events and let me know what I'm doing wrong.

  • Yep, I'm getting the same error message. This is insane.

  • When creating an app, on IOS, because I'm using AdMob, I find I need to insert a bit of code that reads:

    <platform name="ios">
       <config-file parent="NSCalendarsUsageDescription" platform="ios" target="*-Info.plist">
           <string>Advertisement would like to create a calendar event.</string>
       </config-file>
       <config-file parent="NSPhotoLibraryUsageDescription" platform="ios" target="*-Info.plist">
           <string>Advertisement would like to store a photo.</string>
       </config-file>
       <config-file parent="NSBluetoothPeripheralUsageDescription" platform="ios" target="*-Info.plist">
           <string>Advertisement would like to use bluetooth.</string>
       </config-file>
    </platform>[/code:3l9q0lb2]
    
    However, after adding this code, PhoneGap will now ONLY create an IOS version of the app, no longer generating Android or Windows Phone.
    
    Anybody know how to maintain the generic aspect of PhoneGap so I don't need 2 different versions?
    
    Also, why isn't this added in during the export process from @Scirra? Why do we need to edit so much code? Surely if we're creating an IOS game and we include AdMob, the mandatory code should be added for us?
    
    I've spent almost as much time jumping through hoops and figuring out the manual coding as I have creating the game.
  • My game opens perfectly fine, and runs well, but I note that rather than filling the screen, there's a black space at the bottom. Now I'm using Scale Outer, so this should work fine. I've also used letterbox and received the same result. I'm not understanding.

    Now! If I ever switch out of the game, then switch back over to it, the game pops to full screen mode, and the small black box at the bottom disappears.

    I've created another mobile app at the same time, and that one isn't showing the same problem. The only difference between the 2 is that one has ads and the other doesn't.

    Could it be that the app is preparing the space for the advert but not resizing the screen?