CF78's Recent Forum Activity

  • :/ bummer. Well, keep me posted with your findings, and I will do the same. I expect to hear back from FB today (hopefully) - things have been a bit hectic with GDC going on

  • Although I haven't had any issues with "ScriptElt" as of yet - I do experience a no show of the playable within the ads dashboard of facebook sometimes - but when live, it shows. I sent them an email about the issue yesterday. I was informed that they are aware of some issues on their playables platform. Seems related to the recent outage. From my experience, they are usually rather quick to respond to these types of issues. Especially since playable ads are extremely effective and a huge portion of spend in marketing terms.

    Are you guys using the Facebook Object? - I don't use it and have zero "ScriptElt" errors. I'm curious if that has something to do with it. Try removing it, you don't need it for a FB playable ad. I use the Browser plugin - as I have posted prior with an "execute javascript" action for the exit API. Which works for other ad networks as well.

    A few places to test out your playable to see if it will work:

    Iron source :

    https://demos.ironsrc.com/test-tool/?adUnitLoader=dapi&mode=testing

    Applovin:

    https://p.applov.in/playablePreview?create=1

    These ad networks require the same data URI inlined single html file approach that facebook does - so it's a great way to test them. You will however have to adjust the exit API accordingly to test.

  • I haven't had any issues thus far with FB playable ads going live. I have however seen issues while displaying in the FB advertising dashboard. Which is likely on FBs end.

    I don't use the FB plugin for a CTA - I use the "Browser" plugin and a "Execute Javascript" action

  • even though it beats just about all existing frameworks made for ads already

    I couldn't agree more.

    I see a massive opportunity here for Scirra to capitalize on a market that is primed for easier tools to develop playable creatives. In all honesty it's a win win for both parties, developers and Scirra. The ability to make a game and create a playable advert for said game, seems like a no brainer. Plus, if construct could "do it all" so to speak, there is an instant in at the enterprise level. (typical playable ads created by a vendor cost 6K and up!)

    Size is definitely an issue when dealing with an embedded uri string method - (adds about 200-300kb) Luckily these types of ads should be rather small in terms of functionality. SVG would definitely solve some of this.

    I have some more tests with the new C3 runtime. Exporting for HTML5 seems to have changed a bit in regards to the folder structure and files exported. One thing that is an issue for many of the ad networks is no outside URL calls. So I typically nuke the icons and comment out the portion that looks for icons if using the C3 branded loading screen within the runtime.

    You can also remove some of the offline stuff as well since it's not required for this use.

    I highly recommend using google's HTML5 Validator : https://h5validator.appspot.com/adwords/asset for testing builds after export.

    Which is a great starting point and aids in letting you know exactly what HTTP or URL requests that are being made, along with any other issues that would prevent the ad from displaying properly.

    Also valerypopoff's JavaScript addon is a godsend when having to call ad network specific api's - like an exit api.

    I work in the mobile game industry at a large studio - and have been trying to introduce Construct into our pipeline. I've done some proof of concepts in this area with some decent success. Issues like a single HTML method would be a great option considering FB is a universally used ad network. ( I honestly hope they change their requirements - they seem archaic in relation to other ad networks. ) That said when I research this space - there is limited information on authoring playable ads. Phaser seems to be the industry standard due to flexibility for such cases. BUT dev time increases ten fold. I personally feel Construct is far superior in terms usage, and the overall engine in general.

    I'll continue to post my findings and test results to keep this conversation going.

  • I have been doing some testing and trying to leverage Construct 3 as my primary development tool to create playable ads(mini games in the form of an advert). I have had some success deploying playable ads developed in C2 and C3 across a few ad networks.

    There are a few caveats.. Depending on the ad network, there are a few requirements that make it a serious challenge without modifying the HTML export files. I have successfully been able to deploy playable ads on GoogleUAC, ironSource, and Unity. There are a bunch of others I know will work as well with similar requirements as the previously mentioned ad networks.

    Facebook though, has been the biggest challenge. The requirements are :

    A single file for playable ad that contains all assets as part of that single HTML file and assets should be data URI compressed. (Javascript, CSS, images, sounds).

    Aside from js, css, and/or json that's relatively easy, along with converting an image to base64 data URI as well. Is it possible to do with the sprite sheets and how C3 references the image assets? OR is it even possible overall?

  • No need to be sorry - I came off as a "can you do this for me?" noob. lol

  • valerypopoff

    Thanks again for your explanation!

    I got it to work as intended :)

  • Thank you. I am rather new to javascript. I apologize if it came off as I was saying your plugin was the issue. That is not the case, nor do I feel that it is. This is a result of my lack of understanding.

    So, the code of ExitApi.js is self-executable. You don't have to do anything to call it. When you add this script to a page, it calls itself.

    Based on the instructions provided by google - it seems an onclick event is required to call the ExitApi.exit() URL - I realize now based on your explanation that I am approaching this wrong. I am calling an anonymous function, when I should be calling ExitApi.exit() instead of the actual script - exitapi.js - it's self.

    Instructions:

    Include the following script in your HTML <head> tag: <scripttype="text/javascript" src="https://tpc.googlesyndication.com/pagead/gadgets/html5/api/exitapi.js"> </script>

    Then make the following JavaScript call to enable your final URL: ExitApi.exit()

    • For example, send a consumer to the final URL, using a standard anchor:
    • <a onclick="ExitApi.exit()">Learn more</a>

    I'm going to give it another go - I don't want to post my project file publicly so I will message you directly. Again, I really appreciate your explanation and help. My goal is to learn more and obtain an understanding of javascipt. I will be donating to your patreon.

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  • Hey! Thanks for the response. I apologize for my lack of information.

    I've never used ExitApi.js

    The exitapi.js script is essentially included with an interactive / playable advert that allows for a specific button to be clickable and send a user to a desired URL - Without it the entire advert / playable ad becomes clickable - breaking any further interaction.

    I don't understand what you mean by "I modified it to be: "function exitScript()". What did you modify? Why would you do this?

    The reason I did this is because the script as is is looks like this:

    	(function() {
     var a = function() {
     this.exit = this.b;
     this.close = this.close;
     this.delayCloseButton = this.a
     };
     a.prototype.b = function() {
     window.open("http://adwords-displayads.googleusercontent.com/da/b/html5UploadAd.html", "_blank")
     };
     a.prototype.close = function() {
     window.console && window.console.log("Exit API: Close requested.")
     };
     a.prototype.a = function(e) {
     e = Math.min(e, 5);
     window.console && window.console.log("Exit API: Close Button will not appear for " + e + " seconds.")
     };
     var b = new a,
     c = ["ExitApi"],
     d = this;
     c[0] in d || !d.execScript || d.execScript("var " + c[0]);
     for (var f; c.length && (f = c.shift());) c.length || void 0 === b ? d = d[f] && d[f] !== Object.prototype[f] ? d[f] : d[f] = {} : d[f] = b;
    }).call(this);
    

    In Construct I trigger calling the script with a touch event - I'm assuming I have to name said function in order to call it??

    So I modified it by changing the first line so I have a named function to call.

    (function exitScript() {

    In the console I get this error :

    ValerypopoffJS plugin: Error in 'Call function' action

    ---------------------

    JS code: exitScript()

    ---------------------

    exitScript is undefined

    I greatly appreciate your help!

  • Great Addon!

    Curious how to implement google's ExitApi.js for interactive HTML5 ads.

    Normally you Include the following script in your HTML <head> tag:

    <scripttype="text/javascript" src=" tpc.googlesyndication.com/pagead/gadgets/html5/api/exitapi.js "></script>

    Then make the following JavaScript call to enable a final URL: ExitApi.exit()

    - For example, send a consumer to the final URL, using a standard anchor:

    - <a onclick="ExitApi.exit()">Learn more</a>

    Rather than include a link to the ExitApi script I included it as a .js file and then attempted to call the function on touch tap.

    The ExitApi.js file is a global "function()" - I modified it to be: "function exitScript()"

    It doesn't seem to work. Wondering if you or anyone else has experience in getting this to work.

    Thanks in advance!

    Chris

  • I made some tests for assets I am creating for a project I'm working on. I quite like these

    Can't wait until I can put shading on it

    I like these too! great style - look forward to seeing more

  • Ah yep, that nailed it. I overlooked that. Thank you facecjf. I really appreciate it!

    No problem! Good luck.

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CF78

Member since 21 Dec, 2012

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