aquinn's Recent Forum Activity

  • cioclod Very nice work. Did you get flagged by Google/Ketchapp for IP infringement?

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  • statham Yes, that's the idea first 6 are free, and if people like it, then they can pay to get rid of ads, and get 6 more levels.

    Actually, I'm not sure it's be best way to monetize on a low volume game. I've had more revenue from games with ads.

    There is so much choice on the App Store that a user can just try another game rather than buy an IAP.

  • kmsravindra I used cranberry's plugin for IAP. I'm building with the Intel XDK, target is iOS8.

    I followed Ashleys' tutorial, here: https://www.scirra.com/manual/173/iap which give a few pointers. With some playing around I got it to work. Cranberry has a sample capx with his plugin which is a useful guide too.

    Make sure you sign out of your iTunes account on the device so you are prompted to login with your test account when you try to make a purchase.

    In the CAPX make sure to add the product and then request the store listing at the start of the layout. Also check the store is available before making a purchase. Store the purchased products in Web Storage so the App remembers what non-consumable was purchased.

  • Thank you, good to know.

  • Hi statham

    It's 12 levels..6 are free and 6 more are an iAP that also removes ads.

  • Hi All,

    Here is my new game Super Hero Boy, just released on iOS.

    https://itunes.apple.com/us/app/super-hero-boy/id953954775?ls=1&mt=8

    Please check it out! Please leave a review if you could.. nobody ever leaves a review on iOS!

    Many thanks

    Alan

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  • cesisco Wow -impressive. Nice Work!

  • I had a quick look...try removing the 'Flurry' and 'Alpha Threshold' objects from your project and see if it will run.

  • WebStorage works fine on iOS and Windows Phone. I use it all the time.

    Broswer works fine on iOS I've never tested Browser on Windows Phone.

  • I was/am a big fan of Ejecta as it really easy to build on iOS. You have complete control of the build, you can use True Type fonts in apps.

    Also the Xcode and the Simulator is great for testing, rather than the laborious build>download>transfer>test process with cloud builders.

    However I recommend the Intel XDK as a close second in terms of workflow. The XDK builds run well on iOS 8 too, and there is broad plugin support, even though there are some annoying audio issues on iOS.

    I still use Ejecta to get iPhone 6+ screenshots in the simulator. I've found no other good way to get them unless you have a physical 6+ device.

  • cioclod Nice - saw your Reddit post on XDA Developers forum posting... did you get many downloads from the feature? With so many games out there it's really. reallyt hard to get noticed...

    Congrats on a nice game.

    Also I love your promo images... how did you create such good assets.?

  • Hi!

    Some more info might help the debug..

    What audio format are your tracks when exported? How big are the typical files?

    Have you imported the audio into the project as music and not sounds?

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aquinn

Member since 5 Mar, 2013

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