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  • Thanks CDogs1964 for pointing that out.

    When I in 'intelxdk.config.additions.xml' add the following (in the end of the file):

    <intelxdk:plugin intelxdk:name="https://github.com/cranberrygame/cordova-plugin-ad-admob"

    intelxdk:value="https://github.com/cranberrygame/cordova-plugin-ad-admob" />

    .. and I removed the 'cordova-plugin-ad-admob' plugin (via XDK Plugin Management), XDK was able to build the IPA (iOS package).

  • Hmm after some digging, it looks like the plugin 'cordova-plugin-ad-admob' from cranberrygame is broken.

    The code does this:

    #import <GoogleMobileAds/GADAdSize.h>

    But I think paths (and perhaps other things) has been changed - and the code need to do something like this:

    #import <GoogleMobileAds.framework/GADAdSize.h>

    I tried to change this, but my skills are insufficient.

    I guess using ads in Construct 2 on iOS via XDK is not possible for the time being.

  • Hi

    I have the same issue ('fatal error: 'GoogleMobileAds/GADAdSize.h' file not found') when I try to build for iOS.

    XDK is able to build ok for Android and Windows 10 - but not for iOS

    Does anyone know how to fix this?

    My plugin settings in XDK:

    Build log (from XDK):

    CompileC build/Take\ Down\ Zombies.build/Release-iphoneos/Take\ Down\ Zombies.build/Objects-normal/armv7/AdmobOverlap.o Take\ Down\ Zombies/Plugins/cordova-plugin-ad-admob/AdmobOverlap.m normal armv7 objective-c com.apple.compilers.llvm.clang.1_0.compiler

    cd ".../Take Down Zombies/platforms/ios"

    export LANG=en_US.US-ASCII

    export PATH="/Applications/Xcode.app/Contents.../Platforms/iPhoneOS.platform.../usr/bin:/Applications/Xcode.app/Contents.../usr/bin:/usr/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/tools:/platform-tools"

    /Applications/Xcode.app/Contents.../Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -x objective-c -arch armv7 -fmessage-length=0 -fdiagnostics-show-note-include-stack -fmacro-backtrace-limit=0 -std=c99 -fobjc-arc -fmodules -gmodules -fmodules-prune-interval=86400 -fmodules-prune-after=345600 -fbuild-session-file=/var/folders/ys/qv763nzd6t133_t3410rp30h0000gp/C/org.llvm.clang/ModuleCache/Session.modulevalidation -fmodules-validate-once-per-build-session -Wno-trigraphs -fpascal-strings -Os -Wno-missing-field-initializers -Wno-missing-prototypes -Wno-implicit-atomic-properties -Wno-arc-repeated-use-of-weak -Wduplicate-method-match -Wno-missing-braces -Wparentheses -Wswitch -Wunused-function -Wno-unused-label -Wno-unused-parameter -Wunused-variable -Wunused-value -Wempty-body -Wuninitialized -Wno-unknown-pragmas -Wno-shadow -Wno-four-char-constants -Wno-conversion -Wconstant-conversion -Wint-conversion -Wbool-conversion -Wenum-conversion -Wno-shorten-64-to-32 -Wpointer-sign -Wno-newline-eof -Wno-selector -Wno-strict-selector-match -Wundeclared-selector -Wno-deprecated-implementations -isysroot /Applications/Xcode.app/Contents.../Platforms/iPhoneOS.platform.../SDKs/iPhoneOS9.2.sdk -fstrict-aliasing -Wprotocol -Wdeprecated-declarations -miphoneos-version-min=8 -g -fvisibility=hidden -Wno-sign-conversion -iquote .../Take\ Down\ Zombies/platforms/ios/build/Take\ Down\ Zombies.build/Release-iphoneos/Take\ Down\ Zombies.build/Take\ Down\ Zombies-generated-files.hmap -I.../Take\ Down\ Zombies/platforms/ios/build/Take\ Down\ Zombies.build/Release-iphoneos/Take\ Down\ Zombies.build/Take\ Down\ Zombies-own-target-headers.hmap -I.../Take\ Down\ Zombies/platforms/ios/build/Take\ Down\ Zombies.build/Release-iphoneos/Take\ Down\ Zombies.build/Take\ Down\ Zombies-all-target-headers.hmap -iquote .../Take\ Down\ Zombies/platforms/ios/build/Take\ Down\ Zombies.build/Release-iphoneos/Take\ Down\ Zombies.build/Take\ Down\ Zombies-project-headers.hmap -I.../Take\ Down\ Zombies/platforms/ios/build/device/include -I.../Take\ Down\ Zombies/platforms/ios/build/device/usr/local/lib/include -I.../Take\ Down\ Zombies/platforms/ios/build/UninstalledProducts/include -I.../Take\ Down\ Zombies/platforms/ios/build/UninstalledProducts/iphoneos/include -I.../Take\ Down\ Zombies/platforms/ios/build/device -I.../Take\ Down\ Zombies/platforms/ios/build/Take\ Down\ Zombies.build/Release-iphoneos/Take\ Down\ Zombies.build/DerivedSources/armv7 -I.../Take\ Down\ Zombies/platforms/ios/build/Take\ Down\ Zombies.build/Release-iphoneos/Take\ Down\ Zombies.build/DerivedSources -F.../Take\ Down\ Zombies/platforms/ios/build/device -FTake\ Down\ Zombies/Plugins/cordova-plugin-ad-admob-sdk -include .../Take\ Down\ Zombies/platforms/ios/build/sharedpch/Take\ Down\ Zombies-Prefix-exagvttastbcaqfkxyxjhceoqrkp/Take\ Down\ Zombies-Prefix.pch -MMD -MT dependencies -MF .../Take\ Down\ Zombies/platforms/ios/build/Take\ Down\ Zombies.build/Release-iphoneos/Take\ Down\ Zombies.build/Objects-normal/armv7/AdmobOverlap.d --serialize-diagnostics .../Take\ Down\ Zombies/platforms/ios/build/Take\ Down\ Zombies.build/Release-iphoneos/Take\ Down\ Zombies.build/Objects-normal/armv7/AdmobOverlap.dia -c .../Take\ Down\ Zombies/platforms/ios/Take\ Down\ Zombies/Plugins/cordova-plugin-ad-admob/AdmobOverlap.m -o .../Take\ Down\ Zombies/platforms/ios/build/Take\ Down\ Zombies.build/Release-iphoneos/Take\ Down\ Zombies.build/Objects-normal/armv7/AdmobOverlap.o

    In file included from .../Take Down Zombies/platforms/ios/Take Down Zombies/Plugins/cordova-plugin-ad-admob/AdmobOverlap.m:5:

    In file included from .../Take Down Zombies/platforms/ios/Take Down Zombies/Plugins/cordova-plugin-ad-admob/AdmobOverlap.h:5:

    .../Take Down Zombies/platforms/ios/Take Down Zombies/Plugins/cordova-plugin-ad-admob/Admob.h:8:9: fatal error: 'GoogleMobileAds/GADAdSize.h' file not found

    #import <GoogleMobileAds/GADAdSize.h>

    ^

    ** BUILD FAILED **

  • You can use the effect pack in as many games as you make.

    License: Purchasing this pack will allow you to use the assets in not only one but in all commercial games you ever make.

    Happy creating and good luck with your games!

    Regards,

    Mikael

  • Hi Rex

    After some more investigation it seems that it was not the Comment plugin, but the TouchWrap that was causing me trouble in XDK.

    When I updated to latest version of TouchWrap the issue went away!

    Everything seems to work now. Sorry for any confusing.

    Thanks,

    Mikael

    SolunaSoftware.com

  • Hi all.

    It seems that Rex Commen plugin is causing some problems if you export to Cordova and use XDK. This is what I experienced:

    1. My game (Take Down Zombies) did not work in XDK's emulator.

    2. I did not know why. So I started to remove stuff from my project.

    3. A lot of "Remove some stuff, Export, See if emulator works in XDK"

    4. When I remove the Rex Comment object, then suddenly the emulator in XDK worked just fine.

    I like the Rex Comment. It is really usefull. I hope this issue will be fixed. Can anyone perhaps verify my experience?

    I just want to pas on this info.

    Thanks,

    Mikael

    SolunaSoftware.com

  • Hi

    I'm glad you like my asset.

    Yes you can. One way is to resize an image so you get a frame size of e.g. 32x32 pixels. One other way is to use a png compress tool. But I think the first method is way more effective and in most cases your game will look just as good.

    Regards,

    Mikael

  • 400 Planets — Now for sale in the Scirra Store!

    https://www.scirra.com/store/2d-game-graphics-packs/400-planets-2178

    <h3>Lots of planets and other space stuff</h3><div class="deshr"></div><p>I have created a really big collection of planets and other space stuff. More than 400 planets and with this pack you can easily more by combining space elements. </p><p>Use the asset in your projects to create visually stunning space games.</p><p>Most planets are in less than 10 variants, except for the Earth-like planet, which is rendered in more than 50 variations.</p><p>All planets are in 600x600 or more.</p><p>The pack includes:</p>

    • 400+ images of planets (with land/cloud variations)
    • 6 Nebular images
    • 2 Stars images
    • 3 Asteroid ring images
    • 3 Saturn-like ring images
    • 10 large explosions
    • and a few UI images.

    <p>Included is also a Demo Construct 2 projects to get you started quickly. The last sample screen below and is a screenshot from the projects.</p><p>Save a lot of your time, buy this asset!</p><p>Enjoy!</p><p>/Mikael</p><h3>More?</h3><div class="deshr"></div><p>If you like this asset or perhaps want me to add something, please let me know - and please rate it. Thanks!</p><p>... and don't forget to check out my 300 Effects and [2096]!</p><h3>License</h3><div class="deshr"></div><p>Purchasing this pack will allow you to use the assets in not only one but an unlimited number of commercial games made by you.</p>

    Use this topic to leave comments, ask questions and talk about 400 Planets

  • 350 Sprite Fonts — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-sprite-fonts/350-sprite-fonts-2096

    <h3>All the sprite fonts you need!</h3><div class="deshr"></div><p>I have created a really big collection of sprite fonts. More than 350 sprite font sheets!</p><p>Use them in your projects to create visually stunning games.</p><p>The font sprite sheets comes with all the information you need to use them it in Construct 2 (Character width, height and set - and a JSON string for character width).</p><p>You can use the fonts with the standard SpriteFont object - or use the better and more advanced SpriteFont+ object.</p><p>Included is also two sample Construct 2 projects to get you started quickly.</p><p>Enjoy!</p><p>Don't forget to check out my 300 Effects!</p>

    Use this topic to leave comments, ask questions and talk about 350 Sprite Fonts

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  • 20 Space Images — Now for sale in the Scirra Store!

    https://www.scirra.com/store/backgrounds-for-games/20-space-images-1759

    <p>A collection of 20 space images. All images are 1600x1600 pixels. They contains stars and nebulas and are well suited for space backgrounds.</p>

    Use this topic to leave comments, ask questions and talk about 20 Space Images

  • 300 Effects — Now for sale in the Scirra Store!

    https://www.scirra.com/store/royalty-free-graphics/300-effects-1535

    <p>This is a very big collection of many games related effects.</p><p>The pack has more than 300 sprites sheets (transparent png's) with a total of at least 5400 frames. Nearly all sprites are 128x128 pixels or better.</p><p>In the pack you will find effects for aura, blast, explosions, fire, flash (e.g. from a weapon), rain, smoke and so on.</p><p>Good luck with your game - or whatever your are doing :-)</p>

    Use this topic to leave comments, ask questions and talk about 300 Effects

  • Problem solved!

    I changed my code to:

    RexDate.Date & "-" & RexDate.Month & "-" & RexDate.Year

    and now it works.

    Day is returning day number (0...6)

    Date is returning day of month (1..31)

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Soluna Software

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