Rable's Forum Posts

  • Export to Cordova is working for me, what its not working are the IAP, not even locally with test mode set to yes.

    I have this issues:

    - Purchase doesnt works

    - I dont even get the purchaseFail triggered.

    - Is store available always returns FALSE

    - Get store listing doesnt work, It never calls on store listing received.

    I have also tried to use the Cranberry plugin, still not working, same results.

    I hope someone in Scirra can help us with this, seems that this has been an obscure topic for some time.

    hazneliel

    Have you been able to export to iOS with IAP running successfully yet? Here I still get the store listing always failing, Up to now I'm exporting with adhoc provisionning profile (using intel XDK), could it be the cause of the store listing failing?

    Could I release the game with adhoc or do I need a production provisionning profile?

    I've been unable to make the production profile to work at the moment. Intel XDK always returns "Build Failed". Should be a problem with the signing process I guess...

  • If there is no way to make it perfect, I will just deal with it.

    Thanks for the info.

  • I updated my games with the many advices in this thread. I've tested it for more than 2 hours without a single crash! Awesome!

    But as I told, I now have unbearable music problems, and it's not just about adding a touch to start the game. Every music in the game needs a touch before it starts (tested on iPad Mini 2 and iPad Air 2)! This is especially problematic after the player wins a level. Right now, the game display a big "VICTORY" word but plays no music... Then as soon as you click the button to continue, the victory fanfare starts playing. Ridiculous.

    Is there no way to play music correctly on iPads? (not sure how it goes on iPhones as I don't have one).

  • Checked with the latest xdk version and the problem is still there. Any idea ? I really do believe that my events are not the cause as it works fine on pc and android.

  • Thanks Silverforce and Ashley, this is very useful. Now I know how to optimize my images.

    On the music problem, I started a topic this morning, but the problem I have is that every time a music should start playing, it is delayed until the user touches the screen. I'll try to rebuild with the latest version of XDK and hope the problem will be solved by itself.

  • In other words, the image file size/format has no effect on memory use. It's effectively decompressed and loaded in to memory as a 32-bit ARGB bitmap.

    Does it means that if I have a 1024x1024 pixel spritesheet in my "image" folder, whether it is full of sprites, or just plain transparent with only a few sprites on the top half of it, it will use the same memory during the game?

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  • All the devices are running iOS 8 or more (testflight beta test).

    As I said, it's running correctly on Android, so I doubt this is a problem with the events.

    The events seems pretty basic. The more complicated one is :

    (battle is won) - Stop "fight" + play fanfare (tag "fight")

    wait 5 seconds

    tag "fight" is playing - play post-fanfare

    Otherwise, on my title screen it's

    on start of layout --> play music

    At the beginning of a fight it's a pretty simple

    condition is met --> play music

    But music is always played! it's just that it starts playing as soon as I touch the screen after the condition is met, not right when the condition is met, as it should.

    Maybe I'll try with the latest version of XDK, the last time I tried was with XDK v.1632 or something.

  • Yes, Intel XDK with Crosswalk. But I had the exact same problem when exporting with Phonegap Build.

  • For some reason, on an iPad, music only starts when touching the screen once the layout has started. This cause massive music problems in my game, and it happens when exported both with XDK and Phonegap Build. FYI there is no such music problems on Android, and I think it's correct on iPhones, too (problem iPad only AFAIK, experienced on iPad Air 2 and iPad Mini 2).

    The only workaround I found is to copy all my music in my "Sounds" folder, but I guess this is not good practice (loading time + memory usage)

    Is there any "clean" way to play music correctly on the iPad?

    Thanks!

  • I tried many many things during a bunch of hours and here is what I noticed concerning the use of AdMob plugin :

    integrate a sprite object into my "main title" layout --> on touched object - Show Ad

    AdMob third party plugins data from Construct 2 Manual

    IT WORKS

    If I reexport the same game in the same XDK project with the third party plugin data you gave on the last page

    IT WORKS too

    The problem I noticed earlier was maybe because the XDK project was created with an older version of XDK. This is a new XDK project I created with the last version (1826).

    Nom here come the problems :

    In the exact same .capx file, I made a bunch of tests to see what conditions may make the ads appear. I got the following results :

    on tap gesture on Sprite + is animation playing (for the Sprite object) + check global variable --> Show Ad

    Ad never shows up (no error in my code, it should show up)

    Wait 7 seconds --> Show ad

    Ad never shows up

    Wait 7 seconds --> create object Sprite (which is not by default on this layout)

    On touched Sprite --> Show Ad

    Ad never shows up

    WTF????????

    Every test has been made in the exact same process (test mode enabled, same C2 version (200), same XDK version (1826), same way to export, tested on the same device)

    Are there some conditions that should be used to make an add appear, while others can't??

    Any idea of what could be the problem?

    The next things I'll try is to put only the ad in a deactivated group, then activate it when a condition is met. But I am very seriously interested in knowing what conditions you use to make your ads appear.

    EDIT :

    Making a deactivated group with just

    trigger once --> show ad

    And activating the group under any condition WORKS !

    This seems to be the only reliable way to use ads as far as I know.

  • Thanks, I'll try it out !

  • Thanks for the help,

    I just tried 2 times the exact same build, one time exported to my existing folder, and it failed.

    Then using a new folder, and the ads appeared.

    Maybe I'm missing something...

    I'm using the link given in the manual here : https://www.scirra.com/manual/184/admob

    Name: AdMob Plugin

    Plugin ID: com.cranberrygame.phonegap.plugin.ad.admob

    Check the 'Plugin is located in the Apache Cordova Plugins Registry' box

    And I'm using C2 v.200

  • I just ran a bunch of tests in order to make the ads work in my main project. One thing that I found is that you need to export to a new folder and import it in XDK. If you re-export in an existing folder, it will not work, I guess.

    EDIT : For some reason, it also appear that the test ads are not displayed when I use the IDs I created for my game. However, if I select the IDs I created for my test project, it works.

  • Hi,

    I recently heard many times about the possibility to replace a normal paywall (pay $0.99 to unlock the rest of the game) by offering the player the opportunity to watch a full video ad to unlock the content. The revenue is probably much lower, but it's still garanteed revenue.

    Is there a way to achieve this with Construct 2 / Admob?

  • tuckerwagner

    I found this tutorial : https://www.scirra.com/tutorials/1386/u ... lk/page-10

    and tested it in a new very simple game project (3 squares activating or disabling ads). It's working! I can see the test ads on my Android tablet.

    Now I'll try to make them work in my game project. Not sure how I'll do it as the workflow is exactly the same. I think from what guannstar is explaining that it should be a problem in my code. "On start of layout" seems to be the cause of his problems so I'll double check that.