aquinn's Forum Posts

  • imaffett

    I have two problems with the new XDK:

    1. Builds with Crosswalk v10 crash on opening on a Hudl 2. Builds with version still 7 run fine. Not sure what has changed?

    2. Audio lag is still a problem, from pressing a button to actual playback (this is nothing to do with preloading sounds BTW) Any outlook if audio lag can be improved?

    Thanks

    Alan

  • derikvlog It's a mix of my own work and some from GR.

  • kmsravindra I've added plugins manually with Phonegap CLI, but it should be the same for Cordova

    The important bit is to run the command from the correct directory...took me a while to figure this out as the directory structure is quite confusing on a CLI project.

    Open your app folder at the command prompt, e.g. /platform/iOS/yourAppName/

    At the command prompt type: phonegap plugin add cc.fovea.plugins.inapppurchase

    You may need to run: cordova plugin add cc.fovea.plugins.inapppurchase

    And it should add the plugin correctly... hope it works.

  • I just released an update for Dot Dodger, now 60 levels!

    [attachment=2:1ce1lvc5][/attachment:1ce1lvc5]

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    [attachment=0:1ce1lvc5][/attachment:1ce1lvc5]

  • cioclod Interesting - I also had a similar experience with Super Hero Boy, they removed word 'sonic' from my keyword list for the same reason. (i.e Sonic the Hedgehog)

  • kmsravindra

    The official IAP plugin adds these 3rd party plugins to an XDK exported project:

    <intelxdk:plugin intelxdk:name="cc.fovea.plugins.inapppurchase" intelxdk:value="cc.fovea.plugins.inapppurchase" />

    <intelxdk:plugin intelxdk:name="com.mcm.plugins.androidinappbilling" intelxdk:value="com.mcm.plugins.androidinappbilling" />

    If you add the first one (iOS) to the project with Cordova CLI, then it should be OK.

    I guess the official plugin is a front end to these 3rd party plugins.

  • cioclod Very nice work. Did you get flagged by Google/Ketchapp for IP infringement?

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  • statham Yes, that's the idea first 6 are free, and if people like it, then they can pay to get rid of ads, and get 6 more levels.

    Actually, I'm not sure it's be best way to monetize on a low volume game. I've had more revenue from games with ads.

    There is so much choice on the App Store that a user can just try another game rather than buy an IAP.

  • kmsravindra I used cranberry's plugin for IAP. I'm building with the Intel XDK, target is iOS8.

    I followed Ashleys' tutorial, here: https://www.scirra.com/manual/173/iap which give a few pointers. With some playing around I got it to work. Cranberry has a sample capx with his plugin which is a useful guide too.

    Make sure you sign out of your iTunes account on the device so you are prompted to login with your test account when you try to make a purchase.

    In the CAPX make sure to add the product and then request the store listing at the start of the layout. Also check the store is available before making a purchase. Store the purchased products in Web Storage so the App remembers what non-consumable was purchased.

  • Thank you, good to know.

  • Hi statham

    It's 12 levels..6 are free and 6 more are an iAP that also removes ads.

  • Hi All,

    Here is my new game Super Hero Boy, just released on iOS.

    https://itunes.apple.com/us/app/super-hero-boy/id953954775?ls=1&mt=8

    Please check it out! Please leave a review if you could.. nobody ever leaves a review on iOS!

    Many thanks

    Alan

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  • cesisco Wow -impressive. Nice Work!

  • I had a quick look...try removing the 'Flurry' and 'Alpha Threshold' objects from your project and see if it will run.

  • WebStorage works fine on iOS and Windows Phone. I use it all the time.

    Broswer works fine on iOS I've never tested Browser on Windows Phone.