Artpunk's Forum Posts

  • > -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?

  • 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.

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  • 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.

  • Another "problem" are the ads. Personally I hate ads! I would prefer a paywall or at least a pay option for getting rid of the ads. I really like your game but even with this rarely ads I won't play this for long. I think ads ruining the playing experience! Of course you want make money and your work honored, but please give a chance to pay you with my respect (money) and not with ruining my nerves (ads).

    Ok so it needs to have an IAP to remove ads. I was undecided if I should include that, but if the ads annoy you, no doubt others will have the same feeling. Ill add that feature in another update.

    Ill leave the quit button out for the moment. I felt like it's not needed, but if others make the same comment, then Ill add a quit button to the main menu. Thanks!

    Today (after new release) the game never stoppes when I die (and yes, I die a lot!!). When I tried at home, I got ads working, now at work I do not get any, maybe my emplyer has stopped traffic from chartboost or whatever.. or they can't provide ads in sweden/denmark this time of day. I do not know. It is quite strange though, but none the less, the game work as it should now.

    Hmm, that is strange about the ads. There should be no issue with ads being served to Sweden/Denmark no matter the time of day. If connectivity dropped out on your device at some point (while you travelled from home to work), and the game was left open in the background (not fully closed), that could cause ads to fail when you went back to the game. If the ads aren't showing and you definitely have connectivity, if the game is force closed then relaunched, ads *should* show...

    I think the game is quite hard, I am at level 13 or something. But I am quite bad.

    I played it through so many times, I think I lost perspective on how difficult it is... I really hope it's not too hard! On the other hand, apparently many people really enjoy very challenging games. I read that the devoted core of fans who really enjoyed Super Meat Boy really liked that super challenging aspect to the game.. so I had that in mind while I was building the game... Still, I dont want it to be so hard it just becomes frustrating... I'm aiming for the sweet spot in between: challenging but not frustrating. But if I see a lot of people expressing frustration Ill have to dial back the difficulty... reduce the number of obstacles I guess.

    Sometimes you do not really know where you should go in the game, you just try to fall down somewhere, sometimes it's a platform below, sometimes it is spikes and you die.. There is not really any way you can now. So it is not much skills, more luck. But since the number of lives is limitless it doesn't really do anything if you die... Somehow this doesn't really feels like a perfect gameplay? I do not know how to avoid it though.

    Back in the days I remember that the hard games was more of skills and not based on "luck". And you would do anything to prevent the little guy from dying...

    Well, there should be no parts where you can't either see a platform to drop onto OR be able to slide down a wall. You can use wall sliding to slide down a wall a bit to see whats below? Later in the game you are able to get shields and armor that increases your hitpoints so you can survive hitting obstacles a few times.. That's supposed to allow you to progress further through the levels..

  • Great job, smooth controls and excellent level design. Now its time to learn the next part marketing. Post the game on xda developers , facebook, reddit, etc to get a fanbase going.

    Hi PixelPower thanks for the positive comments.

    Can I ask what device and Android version you are playing on? Also did you notice any bugs at all with the ads not being delivered or anything?

    My first priority is to fix bugs that users report, but beyond that ill begin to focus on some basic marketing.

    I made a subreddit here: https://www.reddit.com/r/ClucklesAdventure/ I thought users could post there if they had bug reports or feedback (non scirra users that is).

    I also set up a Twitter account but im yet to post anything with it <img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes"> Im not a natural self promoter apparently.

    Im not going to bother with Facebook. But I will look into getting reviews from bloggers, streamers and any websites (Touch Arcade maybe?).

  • An update is now available on GooglePlay to fix some of the problems mentioned above.

    UPDATES

    *Fixes to ad system:

    -Fix bug player fails to respawn if ad not shown

    -Ensure music resumes following ad

    *Player death: just explosion not blood.

    ...But after the ad the game sound never came back so the rest of it was just silent.

    Anonnymitet when you noticed this bug, did all sound go silent? Sound effects AND music or was it just music?

    If all sound died, I think thats the audio crapping out in the game entirely. I'm not sure how to fix it if thats the case, as I can't recreate that bug on my devices. If it was just the music that failed to play after the ad, then its probably my events. I adjusted the way music is handled during / after ads.. Please let me know if you notice that bug again and how frequently it occurs... is it every time an ad plays?

    Ok. I had the service 'Google Play Games' turned off (which I always have)

    Now I turned it on, and quit the game and re opened it. Now it says ONLINE. so that's solved.

    Ok good to know.

    ...and tried to die so many times as I should get an ad. it never showed. the game just stopped. nothing. I can press the pause button to go to meny, but no ad or re spawn.

    So maybe chartboost or your account or the plugin(?) doesn't work for sweden/europe? but it shouldn't just stop the the game...

    So I looked into this. Chartboost definitely should serve ads to users in Sweden. Anonnymitet is in Sweden also, and he says he can get ads. So fredriksthlm it must be something specific to your device? When you were attempting to get ads to show, was your device definitely online? Could there be any app on your device blocking ads?

    Regardless, I think the bug where the player fails to respawn should be fixed. If you update the app, please let me know if that bug persists for you.

    Bugs:

    In level 3 I will fall through the floor if I jump agains the first right wall, hold and release.

    I looked at the issue with the player falling through the Jumpthru platforms.. I can recreate this problem exactly as you describe it, when the player is next to a wall, and it can also occur even when a wall is no where near the player. It occurs infrequently, but still its a problem.

    Im not sure what I can do to fix it really. I *guess* its something to do with a collision being missed.. as it seems to happen when the player is falling with a lot of momentum. It doesn't seem to occur if the player drops only a short distance, like 1 or 2 tiles.

    I think ill need to make a separate thread to ask for help on fixing this issue. I haven't done anything to fix this in latest update.

    If I leave the game and then continue I have no longer fullscreen (in fact I can't leave the game, just press home. so it continues next time)

    Im unable to recreate this problem on my test devices. Does this happen consistently for you? Can you explain the steps exactly to recreate this bug. You mean, you exit the game to the Android desktop, then later go back into the game by pressing the Game icon and when game reopens, its not fullscreen, is that right? What happens if you force close the game completely, then reopen?