Rable's Recent Forum Activity

  • It is definitely possible to get paid from Google Play when outside of the US.

    Just check your bank and tax infos are correctly inserted in Google Wallet.

    Also, payments will only be made when the amout is more than a certain threshold ($1 I guess) and once per month (around the second day of the month).

  • Hi everyone,

    I submitted Healer Quest for approval by Apple (iOS App Store), and I’ve been refused for the following reason :

    « We noticed that Game Center has been enabled for your app but there are no Game Center features within the app.

    Specifically, the app has GC enabled and leaderboards and achievements have been submitted for review. However, no GC achievements or leaderboards were found in the app. »

    Well… I can swear there IS Game Center in my code. Actually it’s the exact same events that I am using with CranberryGames « Phonegap Game » on the Android version, where achievements and leaderboards are working perfectly. I’ve just replaced the PhonegapGame plugin with C2’s GameCenter equivalent, i.e. :

    « Authenticate user » at the start of the first layout.

    « report achievement "achievementID"» when the player unlocks an achievement.

    « Submit score N to leaderboard "leaderboardID" »

    « Show Leaderboard "leaderboardID" » on the title screen to check the different leaderboards

    « request Achievements » to show the list of achievements unlocked by the player on the title screen.

    I’m using Phonegap Build to export to iOS platform, while the Android version is exported with Intel XDK.

    Do I need to use other conditions / actions in order to make GC to work?

    Is there something I’m missing ?

    Any difference with the use of PhonegapGame plugin for Android / Intel XDK ?

    Should the IDs be types within " " ?

    Thanks a lot for any idea about what could be wrong!

  • I just found this if it could help. It seems you can use C2 IAP within XDK now (didn't try though) :

    https://www.scirra.com/tutorials/1376/f ... iap-plugin

  • Thanks, I'll try that. But what will happen if there is no ad preloaded? Will the banner be displayed without any ads?

    I'll add a 2 second delay before the banner appears, or is it another way?

    After a second thought I don't think this is the problem, because in another game mode, I have

    on start on layout : preload banner ad

    (at the end of level) : show banner ad (along with other events that ARE performed, in the same event)

    ...and the banner ad is not displayed either.

    mudmask : yup, I read this one before posting, but it didn't help. In my case, I think everything should work, and it doesn't, so I tried to describe what I did as clearly as possible to see if someone can spot an error.

  • Hi,

    Up to now, AdMobs ads fail to appear in my Google Play (exported with Intel XDK) game. The problem is very simple : nothing appears.

    I added the C2 AdMob plugin.

    I created an account on app.admob.com

    I entered the ID for banner ads and interstitial ads, both are in the following style : ca-app-pub-0123456789012345/0123456789 (is this the correct ID that should be entered? I entered th whole thing with the "/")

    I didn't add the publisher ID anywhere because C2 isn't asking for it as far as I know

    I put overlap to "yes" and test to "true"

    I added the Admob plugin in the third party plugins in XDK as referenced in the manual : https://www.scirra.com/manual/184/admob

    My code is as follow :

    At start of layout : preload banner ad

    On banner ad received : Show banner ad at position bottom-center size Smart-banner

    I did all this and still nothing appears in the game (which is still in beta test on google play)

    Any idea what I'm doing wrong?

    Thanks!

  • I think I should first know the email which is synchronized with the device on which the game will be tested, which is more than probably not the email given on the websites.

    Then people should first join a google+ group in order to be able to beta test the game.

    I don't think game journalists will apreciate this. Their time is precious. From what I've seen, giving them a link to the APK file seems to be what everyone do.

  • Hi everyone,

    As Google Play doesn't allow to send promo codes for press reviews, I'm planning to make a press version of Healer Quest. But as this version will have all paying options unlocked, I would like to add an expiration date to the code.

    I've found this : https://www.scirra.com/tutorials/940/ho ... -a-project

    Which explains how to get the current date, but I really don't see how to use this to make an expiration date. For example I would like to check the following conditions

    month > 03 (march)

    but it seems like the returned string is always "Abbreviated Weekday, Abbreviated Month, Day of the Month, Hours:Minutes:Seconds."

    Any idea how I could make an expiration date, or still better, send promo codes for my game using Google Play?

    Thanks !

  • Hi,

    I've exported Healer Quest (my game) to iOS with Phonegap build. Everything worked out fine, except that when I'm trying to upload the game to the App Store with App Loader, I receive the following error message :

    "ERROR ITMS-90032: "Invalid Image Path - No image found at the path referenced under key 'CFBundleIconFiles': 'icon.png'"

    I've tried to tweak some things in the config.XML file but I've not been able to make it work.

    I can confirm that I have an "icon.png" file in the same folder than the config.XML file.

    Here is the part of my XML file speaking about icons :

    <icon src="icon.png" />

    <icon src="icon.png" gap:platform="ios" />

    <icon src="icon-120.png" gap:platform="ios" width="120" height="120" />

    <icon src="icon-152.png" gap:platform="ios" width="152" height="152" />

    <icon src="icon-76.png" gap:platform="ios" width="76" height="76" />

    <icon src="icon-128.png" width="128" height="128" />

    <icon src="icon-256.png" width="256" height="256" gap:role="default" />

    Could someone help me?

    Thanks!

  • Using Phonegap IAP plugin, I had some problems with "Store Listing Failed" in the store of my game on Android lately. It was finally due to the Android Licence Key being wrong and now it works fine.

    But now I get the same error (Store Listing Failed) on iOS, which doesn't requires any Licence Key if I'm correct. I'm basically using the same version of the game (only the sounds are different), and I use the same exporter (Intel XDK). The game plays correctly through TestFlight, but my testers are unable to enter the shop.

    I'm using the adhoc Provisionning Profile. Is there anything to change to the code, to Phonegap IAP, or to XDK when using the same project to export to Android and iOS that could fix "Store Listing Failed" on iOS?

    Thanks !

  • As far as I know, the C2 IAP object doesn't work with Intel XDK. I don't know how it works with Android IAP that Intel recommends.

    I just can tell you that Phonegap IAP plugin from Cranberrygame works well with XDK.

    Here are a few useful links :

    plugin-phonegap-related-plugins-crosswalk_t109586

    https://dl.dropboxusercontent.com/u/186 ... index.html

    https://www.scirra.com/TutorialViewFresh.aspx?ID=1286

  • I now got a few elements of answers to my own questions :

    • the Phonegap IAP plugin should work for Android and iOS using Intel XDK, not for WP8 at the moment. This being said, I'm still completely unable to make it work, I get "store listing failed" every time and no one seems to know how to fix this. See dedicated topic here.
    • I don't know if C2 IAP plugin works with Intel XDK, but C2 manual seems to say that it doesn't. At least Intel XDK is not in the list. https://www.scirra.com/manual/173/iap
    • I don't think there is a test (developer) mode in Phonegap IAP plugin, but test accounts can be defined in Google Play developer console (Setting / Account details / enter a list of test emails). No idea how to do it on iOS and WP8.
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  • Thanks cranberrygame for the help provided ! I learned that for purchase-based conditions one should use "is touching object"+"trigger once" instead of "on touched object". But my "store listing failed" problem still apply...

    I posted a topic in the publishing and distribution forum as I believe the problem is probably not directly related to C2.

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Rable

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