luvleggs's Recent Forum Activity

  • I set up mobile adverts and went through all the steps listed which worked great for android and my game posted, ads work and all is hunky dory. Feeling pretty cocky I exported my project for IOS and figured all would be the same. I was sadly mistaken.

    For background on my situation, I am on a PC with no local Mac access. As such I followed the instructions to export IOS then sign and upload via phonegap then used appuploader to submit to App Store. This is where I started having issues. first with files needed and then with Mobile Advert causing the upload to fail as from what I can tell from the upload log.

    I tried all IOS versions then just 10 to current and then all the way up to just current. I previously used Ultimate Ads and when I switched the plug-in to that I was able upload the game and it was accepted.

    The problem is I have a bunch of people playing and no ads (banner or interstitial) are being displayed. I would prefer to use Mobile Adverts but if there is a verified way to upload via PC with another solution I am all ears.

    If the only solution is to log on to a Mac please let me know and I can start researching the virtual options. Just need something I can get ads to display.

    Any and all help is most welcome and appreciated.

    I have looked everywhere to no avail. I am on a PC and I have no issue building Android app and uploading to play store with mobile adverts plug, ads working as expected. My issue comes when I try to use mobile adverts on IOS build (I have tried versions 9-current when exporting), when I export and then use appuploader it fails with plugin issue, if however, I replace it with ultimate ads for export it uploads fine to app store. I swore I saw something when originally researching this that I needed to change something in the config file prior to uploading but can't seem to locate or confirm this is the case. Any help you can provide would be much appreciated (especially if I missed something).

  • Oh thanks, I will try that. Much appreciated, I've never had to do that before so I had no idea.

  • The link is for the c2 which I already have. There was a similar page for C3 that I had bookmarked it's now just the archived github page, I can download the zip but it doesn't have any .c3addon that I can see.

  • That’s url I mentioned, when I go there it shows as archived and read-only, see the clone download link but there used to be a web page with items listed. Maybe I'm missing something

  • As of last week I was able to update old rex.rainbow c2 behaviors to new c3 versions(.c3addon), plugins etc from his repository but as of today the download page is gone and the github respository I have been using is now read only. Anyone have access or a current link as I have not completed updating all my games from c2.

    ****Update****

    Sorry, I forgot to specify I have the c2 versions and when porting my projects into c3 I would grab the corresponding .c3addon from a webpage much like the one posted below in the comments, that page is now a github archive

    Thanks in advance.

  • Classic has error on level one just moving right player falls off unless section is jumped.

  • Max38 Sorry, I've tried multiple times and it says this item might not exist or has been removed. I believe you are still missing one of the steps but can't tell without the actual capx you can pm me if you want and I can give you access to upload to a directory I share

  • Max38 It says the capx is not there. What I normally do is set a global number variable of Timer

    1. Global number > Timer = 0

    2. Set a Group called Timer

    Then inside that an Event

    System > Every 1 seconds

    With Action of System > Add 1 to Timer

    3. Create or add to Event of On start of layout

    system > Set group "Timer" enabled

    This will work through all your scenes. You can set an action to have it change scenes after "x" number of seconds or if for example they have a score of 15 you move to the next section. To stop the timer for example a race game just set Timer group to deactivated. You can also start it out with the group deactivated until you hit start and then set its action on click to activated. on additional scenes add an event of System > Every 1 seconds with action of System > Add 1 to timer at the top just under global variables

    Hope this helps

  • Can you share the capx of what you're referring to? Would be easier to address the actual problem.

  • Max38 It has more than a few uses. Would be best to provide a capx and what you're trying to do. I ended up writing my own solution as it was a security issue that I could more granularly address

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